After project was upgraded to 4.12 opening a blueprint that contains Hierarchical Instanced Static Mesh component will result in a crash. From the log I this is the important part: Assertion faile ...
A crash occurs when you add/drag a skeletal mesh with Apex clothing into the scene. The user reporting the issue managed to find where the crash occurs and added a comment for assistance where to lo ...
Foliage instances are behaving strangely when playing splitscreen multiplayer in a single instance window. The instances will cull in and out of visibility depending on the size of the current playa ...
From https://udn.unrealengine.com/questions/431271/tpropertyvalueiterator-skips-tmap-values-when-keyt.html The property value iterator has logic where it tries to iterate over all properties in a s ...
When adding a struct to a keyframe, Object Reference variables are not saved and Soft Reference variables are saved sometimes. Opening a keyframe's properties when the selected struct has an object ...
A licensee has reported a crash that is caused by a Buffer Overread in TBitArray's operator < function. While the licensee did not provide reproduction steps, the crash is apparent from looking at t ...
According to information from the licensee, the else clause was added to "FSkeletalMeshLODModel::(GetClothMappingData()" at CL 4437969 , but if it is the cloth data existing from 4.20 or earlier, it ...
When compiling on load in -game, a blueprint class that inherits from a native class that is marked within and the class that it is within is abstract, a crash will occur when FBlueprintCompilationM ...
The 'VolumeBounds' array in FTranslucentLightInjectionCollector::AddLightForInjection is accessed as a pointer instead of with 'VolumeCascadeIndex' and thus fails bounds checks for the outer volume. ...
When using Lighting Scenarios and placing a skylight in the lighting scenario levels when you build lighting there will be a map check warning that "Multiple sky lights are active, only one can be e ...