Right now, plugins installed to the game directory will only load plugin-specific config files with the path /Project/Plugins/PluginPath/Config/*Default*PluginName.ini. However, engine plugins will ...
Crash occurs when removing the native root component from code and then attempting to reopen a Blueprint Class asset that was based on the native parent class. Seems like maybe the 'AttachParent' f ...
This is a common and longstanding crash that has occurred since at least 4.15 and affected nearly 500 users. The CrashGroup was previously linked to [Link Removed], but that had specific repro step ...
This is a trending crash coming out of 4.18, and may be a regression. Users have not provided any descriptions of their actions when the crash occurred. Source Context 57 const TArray<FVec ...
When a user tries to add a skeletal mesh component to a blueprint with a niagara system to use the skeletal mesh with that niagara system, the niagara system will stop rendering because it does not ...
When using SVN as SSP, the following warning will be output to the log LogContentStreaming: Texture pool size now 1000 MB LogSourceControl: Attempting "svn status --show-updates --verbose --xml "/ ...
In UE latest release (5.5 launcher version), Enhanced Input Actions mapped to "Any Key" stop responding after scrolling the mouse wheel. Specifically, scrolling either up or down disables the Any Ke ...
This is a common crash occurring on Windows and Mac in 4.15 and 4.16 (two different callstacks with close similarities). The callstack is also similar to [Link Removed] and may be related. User D ...
Surface snapping causes erratic changes in scale to StaticMeshActors that have children of the same type. The user also has provided a potential solution to this bug (Please see the code below. N ...
If an actor component contains a TArray of instanced objects, some of those object instances can get incorrectly invalidated and marked for garbage collection in certain situations, possibly resulti ...