This is a common crash affecting users in 4.16. The callstack is similar to [Link Removed], which was fixed in 4.13. User DescriptionsAccidentally duplicated a blueprint with multiple static mesh ...
User comment in crash group:Please Contact me to help fix this. I don't know what else to do. 41 FQuatRotationMatrix(const FQuat& Q) 42 ***** : FQuatRotationTranslationMatrix(Q, FVect ...
When using the "Does Container Match Tag Query" node doesn't return true when a gameplay container member has the searched for gameplay tag in a blueprint that has been nativized. Packaging in Excl ...
Remote Control Plugin missing from plugin window. If you follow the instructions on this page they don't work due to the missing plugin. Searching "Web Remote Control" also doesn't find the plugin. ...
When a user loads into a level that spawns replicated actors using manually placed blueprints twice using ServerTravel with Seamless Travel enabled it will crash. It looks like the engine can't find ...
Using at least one source of kinematic collision on a vehicle causes animations or movement to not function any longer. This issue persists on child bones and collisions as well. Users are unable to ...
Widget is causing an ensure to be hit when exiting gameplay. Tested in: 4.24 Preview2 CL#10091930 , 4.25 CL#10183780 Attached URL's from the user: https://forums.unrealengine.com/community/ge ...
When a "Scene Capture Component 2D" is in a scene it causes a big performance dip in VR. It was ~45 fps from a ~90 fps with the "Scene Capture Component 2D". This doesn't occur if you are running th ...
The conditions for this bug are fairly specific. The actor must be statically placed, with its only replicated property being the fast array, and net.PushModelSkipUndirtiedFastArrays must be enabled ...
When using infinite or duration-based effects, required and ignored tags will have no effect on attribute modifiers. This appears to be caused by OnAttributeAggregatorDirty (GameplayEffect.cpp:2917) ...