FBodyInstance::Weld did not check to see whether or not child components were already welded to a parent. This meant that whenever Weld was called, ShapeToBodiesMap would continue to grow in size, e ...
Internal Compile error received from rearranging Format Text nodes Output Log of Error: LogBlueprint:Error: [compiler] Error Internal compiler error inside CreateExecutionSchedule (site 2); please ...
This issue was created for this UDN post: https://udn.unrealengine.com/questions/306933/hotreload-crashbad-behavior-when-addingremoving-pa.html This repro is based off his last repro, cutting it do ...
The project was built in Unreal 4.27.2 binary from the Epic Games Launcher. At this stage we have only observed the crash on devices with a hardware combination of Apple A9 1.8 GHz and 2GB of Memory ...
The editor crashes when entering Kanji characters into TextRenderActor with raytrace enabled. This does not happen with English text. ...
This is a common Mac crash that has affected users since at least 4.14. Unfortunately users have not provided any descriptions of their actions when the crash occurred. ...
UBT is not passing UE_ENGINE_DIRECTORY to GForeignEngineDir because in UEBuildTarget.cs IsCurrentPlatform only checks for Windows and Mac. Because GForeignEngineDir is not set, config files and oth ...
The callstack is not XR-specific, it's just the engine trying to secure the audio device on startup, windows failing to return one, and the app not being able to continue safely. The crash does not ...
Attempting to load dlc assets with RequestAsyncLoad function results in the assets not being recognized. ...
D3D12Texture::Lock computes the size of the staging buffer on Line 1541 of D3D12Texture.cpp. This size uses the RowPitch, which for BCn resources encapsulates the size in bytes of a single row of bl ...