User comment in crash group:I was try to copy the AI MOVE TO(from pawn sensing) node inside a function, i couldnt copy it because it said conflicting node substituted during paste;, so i tried to cu ...
This is a common crash occurring in the 4.16.2 release. Records indicate this has also occurred in 4.16.0 and 4.16.1, but with less apparent frequency. User DescriptionsJust downloaded, clicking ...
This is a common crash affecting users in 4.16. User Descriptionsremoving Inventory system form level.delete assets when was compiling shadersDeleting folderDeleting folder. Source Context 810 ...
Enabling the "Force all skinned meshes to recompute tangents" sets the value at a Windows user level so that it affects all UE4 projects opened by that user, including unrelated packaged projects. T ...
This is a regular and longstanding crash that has occurred since at least the 4.14 release. The majority of the crashes occur on non-vanilla builds, although there have been a few vanilla crashes. ...
The order of world and game instance initialization is different between a true standalone game (cooked game or an editor build with -game) and a Play In Editor game. Specifically, in Play in Editor ...
The Remove-On-Break (ROB) feature, set on Fracture Mode on Geometry Collections (GC), was supposed to make the particle shrink until it vanishes. When the GC goes to sleep the shrinking stops and sh ...
Using a FormatText node with Specifier in the same graph as an empty Macro will freeze the editor. Not using the Specifier or deleting the unused Marco will allow the BP to compile fine. **Only rep ...
See CL 6473818. Remote compiling on a Mac is triggering a NullReferenceException for me, making me unable to build. I was able to delete the crashing lines locally to work around it for now.line 91 ...
Request for an Actor Components Blutility 'Call In Editor' events to be accessible from derived class. It would also be expected to see the Blutility dropdown selection and Run button in the actors ...