UNetDriver::DestroyedStartupOrDormantActors maintains a list of deleted startup (and dormant) actors. This is used to notify clients that have joined the server of Actors that need to be destroyed ...
This is a common Mac crash User DescriptionsEnabling Volumetric Translucent Shadow for an object with Translucent Material and Forward Shading always crashes on MacOS Sierra , Unreal 4.13 Callstac ...
This is a common crash on Mac that has occurred since at least 4.12.5. It seems to occur during converting textures while cooking for Android. Callstack from LogLogCook:Display: Cooking /Engine/En ...
The LoadAsset node in blueprints appears to cause deterministic cooking errors for map files when used in the map's level blueprint. It quite possibly also causes problems when used in regular blue ...
Attaching / Detaching a blueprint actor to a player in a network environment causes location errors when the detach occurs. Even without the attach events being replicated or the blueprint's movemen ...
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: Mips.Num() > 0 [Link Remov ...
Currently, there are several places in FAnimInstanceProxy and FAnimNode_Base (and derived classes) that rely on FindFunctionByName in order to resolve transitions, evaluate pins, etc. This can happ ...
FPropertyEditorInlineClassFilter IsUnloadedClassAllowed and IsClassAllowed use the confusing IsA semantics. In the IsUnloadedClassAllowed, the usage seems wrong completely. It seems like the real i ...
I think this issue is mostly caused by users accidentally pasting a lot of text from (for example)a blueprint node while renaming a component. All you have to do is have a BP node in your clipboard ...
When adding/removing pins on a Switch on Gameplay Tag Container node, it can cause a crash. There are multiple ways to get this to happen when deleting pins, the order given in the reproduction step ...