This is an infrequent crash coming out of the 4.17 release. Users have not provided any descriptions of their actions when the crash occurred. Source Context 2200 // Helper function to get ...
There was an issue in 4.16 (fixed in CL# 3437205) in which blueprint output pins would hold on to object references until the blueprint was destroyed. It appears that an additional fix may need to b ...
In a Player Camera Manager Blueprint, when overriding the function BlueprintUpdateCamera, the New Camera FOV value takes effect regardless of whether Return Value is True or False. The New Camera Lo ...
When SphereTraceByChannel has a radius greater than the Character CapsuleComponent it causes the SphereTraceByChannel hitbox to register to the Character's origin point instead of the static mesh it ...
When enabling Forward Shading in a project while using the Lumen Global Illumination system, the shadows in the viewport begin to flicker and occassionally entire meshes may appear black. The lighti ...
Waking both of a constraint's rigidbodies re-enables collisions that were disabled by the physics constraint You can also get this issue to occur by either shooting the two cubes around a bit, or by ...
The problem appears to occur when the distance from an edge is mixed with positive and negative values in VectorEPA function. The following workaround is suggested that uses absolute values of dista ...
This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Assertion failed: !bIsReentrant [L ...
If a Blueprint is derived from NavLinkProxy, and then that Blueprint is added to another Blueprint as a ChildActorComponent, the second Blueprint's Smart Link functionality will not work when the pr ...
Particle SubUV expression does not use texture input. Per User: ParticleSubUV function in Material Editor do not take Texture from Tex node. Since int32 UMaterialExpressionParticleSubUV::Compile( ...