In BlueprintCompilerCppBackendUtils.cpp: #define MAP_BASE_STRUCTURE_ACCESS(x) \ BaseStructureAccessorsMap.Add(x, TEXT("#x")) Needs to be changed to: #define MAP_BASE_STRUCTURE_ACCESS(x) \ ...
The project was built in Unreal 4.27.2 binary from the Epic Games Launcher. At this stage we have only observed the crash on devices with a hardware combination of Apple A9 1.8 GHz and 2GB of Memory ...
Adding a new custom UFactory code class to a project results in no longer being able to build the project for the Development configuration. Prior to adding the UFactory code class the project can b ...
Adding a new code class derived from AnimInstance will cause the Visual Studio build to fail in a project based on the code Vehicle template. The build errors indicate that there are problems in the ...
This is a common crash occurring for Mac users on the 4.17 Preview, and a few cases in 4.16. I have been unable to find any matching reports of this crash on Windows. There is a slight variation in ...
This happens because the Blueprinted component is not also enabled for nativization, but the nativized Actor BP tries to use it as a native class type. Current workaround: Ensure that the Blueprint ...
Adding map from user's project, CityofEther.umap, crashes editor upon launch or attempting to open the map. Crashreporter: [Link Removed] ...
Context The property 'DefaultStartingData' in AbilitySystemComponent can be configured from blueprint to spawn default attribute sets. This happens OnRegister. For runtime spawned actors like pawns ...
This was tested on Windows the crash does not occur. This crash also occurs on Matinee cinematic as well, but only when you ~ quit the standalone game. ...
Re-ording the Transformpass array results in a crash of the engine. Link to repro video: [Link Removed] ...