Functional Test won't start when placing a moving actor inside the level if setting Navigation Mesh's Runtime Generation to Dynamic

UE - Automation Test - Mar 21, 2019

User is trying to use the Functional Test class to construct some automated test cases. Whilst doing this they noticed that adding a BP_Actor (just a static mesh engine cube) that simply rotates (v ...

Preview Rendering Levels Do Not Display Supported Optimization Viewmodes in Viewport Dropdown

UE - Platform - Mobile - Apr 2, 2019

When attempting to set an optimization viewmode while using a Preview Rendering Level other than Shader Model 5, the Optimization Viewmodes dropdown is missing all of its options and instead display ...

Crash when using "Convert to Variable Curve"

OLD - Anim - Jun 7, 2016

Error message: Access violation - code c0000005 (first/second chance not available) Source Context: 7 8 DECLARE_CYCLE_STAT(TEXT("AnimSeq EvalCurveData"), STAT_AnimSeq_EvalCurv ...

Reversed Animations don't play properly using Skeletal Mesh Pose and animations with Keep State in Sequencer

UE - Anim - Sequencer - Nov 26, 2018

The bug seems to only reproduce when setting animations in sequencer and only if the animations are set to "Keep state". Setting them to "restore default" makes the reversed animation play correctly ...

[CrashReport] UE4Editor_Engine!FAnimCurveBase::SetCurveTypeFlag() [animcurvetypes.cpp:18]

OLD - Anim - Jun 13, 2016

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: Access violation - code c0000005 ( ...

[CrashReport] UE4Editor_CoreUObject!FWeakObjectPtr::operator=() [weakobjectptr.cpp:28]

UE - Anim - Sequencer - Nov 3, 2016

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Error message: Access violation - code c0000005 (first/second chance not available) Source C ...

[CrashReport] Mac crash - UE4Game!FShaderCache::InternalSetGraphicsPipelineState

UE - Graphics Features - Dec 1, 2017

This is a common Mac crash in 4.18. It occurs in Game mode, not in Editor. Users have not provided any descriptions of their actions when the crash occurred. Callstack from Log[2017.11.21-20.30.4 ...

Custom Event with array param does not take a pointer to the array

UE - Gameplay - Blueprint - Oct 12, 2016

When an array is passed into a BP custom event, the array's data is passed to the event rather than a pointer to the array itself. This means edits made directly from the event node's input pin (su ...

[CrashReport] Mac/Metal crash - Assertion failed: (PixelShader->Bindings.InOutMask

UE - Graphics Features - Nov 10, 2017

This is a low frequency but trending crash coming out of 4.18. User DescriptionsAttempting to open a copied/converted from 4.16.3 project on 4.18 preview 4. Problem arose after preview 3. Was able ...

D3D12 uses a lot more memory than D3D11

UE - Graphics Features - Nov 4, 2015

We’re aware of some extra memory usage in the DX12, but 100% more is more than we’ve seen! I think it’s multiple sources that is causing the increase in usage but not all are known. For example, I’v ...