No user comments in crash group 108 #endif 109 void* NewPtr = NULL; 110 #if PLATFORM_MAC 111 // macOS expects all allocations to be aligned to 16 bytes, but TBBs ...
Crash when pressing the Edit Map button for the Rendering Component of the Paper Tile Map Actor. If a new empty map is created first, the crash doesn't occur. User Description: Whenever I try to c ...
This is a top crash on Mac. This crash has only occurred on the 4.16.1 release (there are no records of it in 4.16.0). Repro steps are currently unknown, but the crash occurs in Commandlet mode and ...
Instanced Static Mesh components update incorrectly in Standalone and Packaged game. When hit, all of the instanced static mesh components will snap to a singular location instead of each individual ...
There is a crash that is occuring when resizing windows with the debug filter popped out. The Debug filter that gets popped out is persistant and does not disappear when the the in line option appea ...
Context Blueprint actors placed on the map can bind to another actor's event. If an ActorB has a reference to ActorA, it can bind to an event dispatcher in A by creating an event node in ActorB's e ...
User reports of stack overflow happening in canRemoveVertex in DetourTileCacheBuilder.cpp if a poly has more than 16 vertices. The array for edges is a fixed array and is written to without checking ...
Activating and Deactivating Cloth Paint marks the skeletal mesh as dirty, even if no values were painted and there is no transaction in the Undo History. Painting Max Distance values from non-zero ...
There is a crash occurring with a packaged game that has a Struct containing an Enum inside of it, as well as having the nativization on, the issue does not occur if Nativization is turned off. The ...
When attempting to diff a Blueprint that has been reparented when the previous parent no longer exists in the editor, a crash occurs. The crash is due to the editor attempting to reference the delet ...