This is a fairly common crash that occurs in the 4.17 and 4.18 releases. This callstack was originally being tracked under [Link Removed], but that had specific repro steps that were confirmed fixed ...
In UE4, "Private" for Blueprint variables was misnamed: its behavior actually meant "Protected". In other words, it can't be read or written to by external objects, but it can be by derived types. A ...
Context ActorComponents can schedule an end-of-frame update for themselves by calling UWorld::MarkActorComponentForNeededEndOfFrameUpdate. The UWorld will iterate all those actor components once pe ...
When creating Physics Assets, either by automatic creation upon import, creation from skeletal meshes already in the project, or when we press Generate All Bodies (bottom right of a opened Physics A ...
Editor crashes on blueprint open when shortcut key is implemented through code inside of the BaseEditorPerProjectUserSettings.ini. Code used in repro is directly from Jeff W suggestion in the forum ...
Error message: Access violation - code c0000005 (first/second chance not available) Source Context: 7 8 DECLARE_CYCLE_STAT(TEXT("AnimSeq EvalCurveData"), STAT_AnimSeq_EvalCurv ...
The orientation warping node breaks incoming poses where bones are already in component space. This is because, in EvaluateSkeletalControl_AnyThread, we are repeatedly setting bone transforms direc ...
This JIRA has been made to consolidate all "D3D device being lost. (Error: 0x887A0006 - 'HUNG')" crashes into one. Previous Jira tickets include:[Link Removed][Link Removed][Link Removed][Link Remo ...
This is a common crash affecting users in 4.15 and 4.16. This callstack was previously linked to [Link Removed], but that had a specific repro case that was fixed in 4.14. Users are not providing ...
Moving all the related assets into another folder leads to reference lost. This can be tested out using ShooterGame project. Also you can find materials in the skeletal mesh lost its texture. This ...