A user has reported a failing ensure in FMRSWRecursiveAccessDetector::AcquireWriteAccess(), a race condition that has a small chance of happening when launching the editor. FLiveCodingModule::Start ...
This is an early trending crash coming out of the 4.18 previews. It occurs on Mac, and all affected project names indicate it is related to AR. Users have not provided any descriptions of their ac ...
Licensee reported problem via UDN. Context GameplayCues ('cue') are events that can be fired by game code, that are identified via a GameplayTag. Cues can be instantaneous or can be a state on any ...
The problem seems to be that the construction scripts doubled up all the BlueprintCreatedComponents, so there are now 2 scene components(actually the same one duplicated) and now 2 child actor compo ...
This occurred on packages that were created on different Windows machines. This crash is not occurring on other platforms during our Samples Pass. ...
There is a consistent crash when incrementally compiling headers containing generated code. The code for launching UHT accesses a property which is null when compiling with the UBT makefile. ...
This is an infrequent but longstanding Mac crash that has occurred since at least UE 4.15. User DescriptionsTried to look at LOD Coloration Callstack from Log[2017.11.15-20.09.54:885][537]TextureS ...
This is a trending Mac/Metal crash coming out of 4.18. Users have not provided any descriptions of their actions when the crash occurred. Callstack from Log[2017.10.30-21.59.52:157][767]LogSlate: T ...
When provided sample project is run in PIE, crash occurs after call to SetMaterial() is made in code. Downloadable Project: [Link Removed] CrashReporter: [Link Removed] ...
If the company name has a number at the beginning of it when packaging for android it returns a series of errors and does not allow the project to be built. The error that is being shown in the outp ...