Component property inheritance sometimes does not behave as expected when opening a project with the -game command line argument. Attempting to load a child Blueprint through code may not correctly ...
Internal Compile error received from rearranging Format Text nodes Output Log of Error: LogBlueprint:Error: [compiler] Error Internal compiler error inside CreateExecutionSchedule (site 2); please ...
Assertion failed: SoundWave->GetPrecacheState() == ESoundWavePrecacheState::InProgress The above assertion fail was seen when played in standalone mode. Play-In-Editor mode (PIE) is working as exp ...
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] ...