When trying to copy a setter node for a GameplayTag variable from one eventgraph to another eventgraph the engine crashes. If the blueprint that is copied into has a GameplayTag variable with the sa ...
The User has provided an extensive log of their code base setup, and the process leading up to when the Assert occurs. "Our game mode & player state FSM are setup in a data driven manor using UDa ...
Packaging with plugins GearVR and GoogleVR together cause build failed with multiple definitions of GetHMD(). Log attached for build error and error portion plugged into the callstack box. ...
Context: A static mesh is able to have a geometry collection generated from it using the Fracture editing mode. It can be fractured in many different ways, and when acted upon by a chaos field agent ...
Crash at runtime when Retainerbox scale is set to 0. The call stack indicates that the size of RenderTarget2D is set to 0. Attached repro project sets the scale of the RetainerBox that wraps the Im ...
Landscape sections disappear for a very brief time when the player camera clips through foliage quickly. ...
Importing a Static Mesh during PIE can cause it to never enable Nanite, even if it reports that Nanite is enabled. To re-enable Nanite on the mesh, the asset needs to be deleted and imported again ...
If a call is made to the blueprint node Wait Delay the editor will immediately close during PIE when the call is made without the crash reporter appearing. The "Wait Delay" node only exists on Linu ...
This was occurring when I quit via the Quit button in the Main Menu GUI. I also repro'd this using the "Quit" command in the console. I found this on Linux, but this was repro'd on Mac and Windows ...