It looks like FCPXML is off by one frame for the MRQ export. For the old movie scene capture tool, it appears correct. ...
If an actor component contains a TArray of instanced objects, some of those object instances can get incorrectly invalidated and marked for garbage collection in certain situations, possibly resulti ...
This is a common crash affecting users in the 4.16 release. Users have not provided any descriptions. Source Context 775 { 776 ULandscapeInfo* LandscapeInfo = nullptr; 777 ...
When a post process anim Blueprint that uses a virtual bone is used in the Skeletal Mesh and the virtual bone is deleted from the skeleton, crash occurs -The Post Process Anim Blueprint is set in ...
This is a common crash occurring for users in 4.16. It is spread out among around 60 different CrashGroups in CrashReporter, because every case has a slightly different callstack. This appears to ...
Crash when set PostProcessAnimBlueprint in persona editor. Related to [Link Removed], [Link Removed]. ...
-Crash occurs when debug is set, and anim Blueprint is compiled while actor blueprint is selected -When reopening project, imported assets are no longer there -Reopening project after crash, the opt ...
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 ...
Create a blueprint based on actor, give it a SceneComponent named ExampleComp (BP_TestActor) - this should be the blueprints only componentCreate a new level (TestMap), place an instance of the bluepr ...
When attempting to fracture a destructible where the source static mesh has been deleted we get a crash in APEX. APEX can't seem to find any root leaf nodes to begin fracturing upon. This does not ...