This is a common crash in the 4.16 release (affecting Windows and Mac). A log file is attached. Users have not provided descriptions so additional information is not currently available. Windows C ...
A crash is occurring in a nativized packaged game when overriding a server event and calling the parent's implementation in a derived class. The crash doesn't seem to produce a detailed callstack. ...
"Distance Field Resolution Scale" in Build Settings is set to 0 by importing assets via "Import into a level". That causes not to genarate any distance field meshes of all assets imported via "Imp ...
There is a discrepancy between how Movie Scene Capture (Legacy) and Movie Render Queue handle letterboxing for sensor aspect ratio's that do not match the export resolution, which seems to be a bug ...
Using r.Shaders.Optimize=0 with native metal libs results in a crash of the packaged build at runtime. Workarounds is to either not use native metal libs for text shaders or in MetalShaders.cpp co ...
This is an early trending Mac/Metal crash coming out of 4.18. Mark.S: _Revised Statement: Users are trying to enable Metal 2.0 on 10.12.6. The iOS settings panel lets me show warnings about this st ...
Having a variable of the type EComparisonMethod inside of a struct causes the editor to crash. This could be due to the variable being as part of the Development folders in code. Attempting to repro ...
Licensee reports: Dug into this further and our iOS devices aren't receiving any of the handshake messages sent by the Session Frontend (or any other UDP messages for that matter) because multicast ...
Context Blueprint actors placed on the map can bind to another actor's event. If an ActorB has a reference to ActorA, it can bind to an event dispatcher in A by creating an event node in ActorB's e ...
If a user has Visual Studio 16.1 installed, UnrealVS will report that it is not compatible and refuse to install. ...