This is a trending crash coming out of the 4.18 release. User DescriptionsI tried to call an Event Dispatcher (which is assigned in the Level Blueprint) in the Construction Script of the Blueprint ...
proposed fix seems ok to me: UEnhancedInputUserSettings* UEnhancedInputUserSettings::LoadOrCreateSettings(ULocalPlayer* LocalPlayer) { UEnhancedInputUserSettings* Settings = nullptr; ...
Context In builds with the in-game console enabled, users can use the ‘ke’ command to execute UFUNCTIONS on any object:ke * MyFunc // run MyFunc() on ANY UObject with a ufunction with that name ke ...
ISequencer :: OnStopEvent is executed when pause, but not when playing to the last frame and stopping automatically. This is because OnStopDelegate.Broadcast(); is only in FSequencer::Pause(). When ...
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 ( ...
We've been seeing asserts and crashes related to OwnerLastRenderTimePtr. We've traced this to the mentioned pointer ending up dangling after using UActorComponent::Rename() on primitive components t ...
Packaging for Android fails with the GPU Lightmass plugin enabled. A customer reported this and I was able to successfully repro it, however my callstack was different. I'm attaching my logs and cal ...
BRANCH: //depot/UE4/Promotable-CL-2281016 CHANGELIST: 2281016 BUILD TYPE: P4 PLATFORM: Windows FREQUENCY: 3/3 DESCRIPTION: Unable to capture High Res shots in game or during cinematics REPRO STEPS: ...
[Link Removed] Some functions to access parameters don't take into account the newly added runtime static switch parameters. It should be straightforward to fix these up: void UMaterialInstance:: ...
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 ...