This is a trending crash coming out of the 4.18 Preview. User Descriptionsadded a directional light Source Context 779 const FPrimitiveSceneProxy* Proxy = PrimitiveSceneInfo->Proxy; ...
Enabling the Online Framework Plugin in a Binary build of the editor (download from the Epic Games Launcher) causes packaging attempts to fail due to a file that is missing. This does not occur in s ...
The implementation of UMGSequencePlayer::Play and UMGSequencePlayer::Pause are not conducive to being able to efficiently pause and resume animations. Some problems that need to be addressed: 1. ...
The Editor is failing to track or receive input from connected SteamVR motion controllers during a launch on. It appears that the editor isn't locating the action manifest. If the user enters VR Pr ...
There's actually two issues going on here: 1. The REINST references are incorrect, and due to [Link Removed]. 2. Blueprint created components will always have different names between the instance ...
It appears that networking insights data is not being gathered when a delay capture is started with the "trace.send" or "trace.start" command. If we were starting from the application startup time w ...
When using a DM and applying force via blueprints with event tick will cause a crash. Workaround: Using a timer instead will not cause any crash even with very low values. Crashreporter: [Link Re ...
When importing an asset that is using the naming convention for SkinXX to order material elements does not work properly when the elements are not sequential. Any material that is not in sequential ...
No user comments in crash group 394 for (StrideCellPoint[StrideAxis] = StrideAxisMin; StrideCellPoint[StrideAxis] <= StrideAxisMax; ++StrideCellPoint[StrideAxis]) 395 { 396 ** ...
This is an issue with inconsistencies over rig names and how control names are generated. We expect that a control name will be appended with _CONTROL or _CURVE_CONTROL. But because URigHierarchy: ...