This project crashes when one Blueprint is compiled if its child Blueprint is opened in another tab. This only occurs with one Parent/Child combination: the crash occurs when compiling Building whil ...
The assert in BasePassRendering.cpp:693 fires, crashing to desktop when using this console command in the editor, in PIE, and closes out the window when playing in Standalone. Does not crash when us ...
Light Propagation Volume Occlusion does not affect scene as it should. The workaround in 4.17.2 is to disable DBuffer decals which will enable the Light Propagation Volume Occlusion. Occurs in 4.1 ...
This crash has been reported through the 4.12 Previews and is continuing to occur in the 4.12.0 release. Additional information about this crash is not available at this time, however it may be the ...
The Blueprint_Effect_Explosion Actor's Root Component in the Starter Content is in some form of invalid state. It reports to have a scale of (1.0, 1.0, 1.0) in the details panel but further behaviou ...
No user comments in crash group 771 void FStaticMeshRenderData::AllocateLODResources(int32 NumLODs) 772 { 773 check(LODResources.Num() == 0); 774 ***** while (LODResour ...
SetGamePaused on EventDestroyed crashes the editor on compile. Reproduced in 4.7.3 binary and Main (//depot/UE4/Promotable-CL-2496752) Crash Report: [Link Removed] Call Stack: UE4Editor_Engine! U ...
Changing Color Grading settings of a post process volume and using "Enter" to commit changes prevents the editor from entering PIE / Simulate mode with the error message "Can't Play In Editor / Simu ...
If you enable VR Mode auto entry, close the project, and then attempt to launch the engine again from the Binary launcher while the HMD is active (being Worn), the Project Browser will crash ...
(Enduring Games) I investigated it and found that the following primitive data flag test in BasePassPixelShader.usf fails: (GetPrimitiveData(MaterialParameters).Flags & PRIMITIVE_SCENE_DATA_FLAG_DE ...