The end of the level visibility section places a DeterminismFence. This causes the issue. The fence clips the frame range and produces a discontinuous frame ranges, e.g. 23201~24000, then 24001~24 ...
This Mac crash originally occurred in 4.15 around March 2017, then decreased in frequency during 4.16 and 4.17. It may be starting to trend again in 4.18. There is one record of this occurring in 4 ...
This only affects certain dropdowns and only occurs when the editor is open. Also occurs in 4.15.2 This has been seen on the following macs:AMD R9 M395 iMac running Sierra 10.12.5 ...
Users on the AnswerHub are reporting that Skylights have too much effect on Subsurface Scattering. The argument here seems to be Movable Skylights versus Static/Stationary and their results regardi ...
In a function, creating a local Pawn or Actor variable, getting it, and then converting the Get to a Validated Get will cause the editor to crash upon compiling the blueprint. Found in 4.10.2 binar ...
AR App fails to open on Android: Assertion failed referencing LaunchAndroid.cpp:415 when Unreal Datasmith is installed.10-11 11:22:57.499: D/UE4(18917): LogAndroid: Error: Assertion failed: false [F ...
Setting the Max Jump Hold Time variable to 1 second, and then holding the jump button produces different results depending on the framerate. In this case, the normal jump is at a specific height, bu ...
Adding a text render component to a blueprint through C++ at runtime crashes the standalone player. It does not have any effect on PIE. Also, this only seems to occur when the blueprint in question ...
When nanite is enabled on a static mesh, lighting contributions from Sky Atmosphere material nodes are not incident on the static mesh and no longer present in the overall lighting of the scene. Th ...
The issue is seen when using a normal navmesh inside of a World Partitioned level. Adding a Nav Modifier Volume to a Level Instance, and placing the Level Instance in the world will affect the navme ...