[CrashReport] UE4Editor-Core!FDebug::CheckVerifyFailedImpl(char const *,char const *,int,wchar_t const *,...) [AssertionMacros.cpp:418]

UE - Rendering Architecture - RHI - Feb 15, 2019

Two comments from users:Running in -dx12 mode to test raytracinglaunching editor Generated from CrashReporter ...

Off by one in skeletal animation length

UE - Anim - Sequencer - Feb 14, 2019

Rare error when launching to IOS, System.NullReferenceException: Object reference not set to an instance of an object

UE - Platform - Mobile - Feb 11, 2019

When launching to IOS from Mac, a vague error failed the launch on: System.NullReferenceException: Object reference not set to an instance of an object This was only encountered once and no other m ...

iOS fails during build step with OSS Facebook plugin enabled due to spaces in filepath

UE - Platform - Mobile - Feb 8, 2019

When a user tries to package or launch onto an iOS device they will fail at the build step due to:[3/8] sh Unzipping: /Users/Shared/Epic Games/UE_4.22/Engine/Source/ThirdParty/Facebook/IOS/FacebookS ...

Right click mirror option for scale is applied to all axes even when uniform scale is unlocked

Tools - Feb 4, 2019

When using the mirror (axis) option in the details panel, the mirroring behaves unexpectedly when the uniform scale is unlocked. ...

Resolution appears incorrect when using Windows Mixed reality Simulator

UE - Platform - XR - Feb 4, 2019

Resolution appears incorrect when using Windows Mixed reality Simulator. It appears to only take up around 1/4 the available screen space. ...

Niagara systems always compile on load.

UE - Niagara - Feb 1, 2019

Attachment of Instanced component does not work

UE - Gameplay - Jan 31, 2019

Component hierarchy information is lost when modifying an Instance of a Blueprint that Inherits from a C++ Pawn. Specifically, when this instance's hierarchy is modified via the World Outliner Edit ...

Bulk Edit via Property Matrix gets disconnects from blueprints after BP compile

Tools - Jan 30, 2019

"If you ever compile a Blueprint that you have opened in the Property Matrix, it will lose its connection and variables you change in the blueprint won't be reflected in the Matrix and vice versa le ...

When welding collision between Third Person UE4 Mannequin's left foot ball, to left foot in physics tab results in an Engine crash.

UE - Simulation - Physics - Jan 30, 2019

When using a Third Person UE4 Mannequin, Opening the Physics asset tab, and welding the collision between left foot ball, to left foot results in an Engine crash. Additional Note: Using the same ...