[CrashReport] UE4Editor_Kismet!FBlueprintGlobalOptionsDetails::CanDeprecateBlueprint() [blueprintdetailscustomization.cpp:5127]

UE - Gameplay - Blueprint Editor - Jul 19, 2017

This is a common crash affecting users in 4.15 and 4.16, affecting over 200 unique users so far. User Descriptionsattempt to import bp from example Source Context 5124 { 5125 // I ...

Difference in Shader Complexity view mode between Static Mesh and Painted Foliage Actors after Enabling 'Dbuffer Decals' in Project Settings

UE - Graphics Features - Oct 19, 2016

The 'Shader Complexity' view mode is rendering differently between regular Static Meshes and Painted Foliage instances after enabling 'DBuffer Decals' The user is reporting that this does not seem ...

Splash screen on iOS is stretched

UE - Platform - Mobile - Dec 22, 2015

The splash screen on the iPhone 6s is stretched when loading. Tested alongside the iPhone 5s and the Samsung Galaxy Note 2 for comparison. The stretching only occurs on the 6s. iPhone 6s: 6240_iPho ...

UMG screen size setting needs update for new mobile devices

Tools - Oct 29, 2018

We're missing settings for iPhone XS iPhone XS Max iPhone XR Google Pixel 3 Google Pixel 3 XL Samsung Galaxy Note 9 We also don't have settings for iPad 5th Gen or iPad 6th Gen, however these would ...

Spot Lights are not using Light Propagation Volumes when enabled

UE - Graphics Features - May 23, 2016

As of 4.9 Dynamic Indirect Lighting with Light Propagation Volumes should be supported for Spot Lights. This does not appear to be the case for several versions that I could see. Using the methods o ...

Sequencer in packaged VR project does not appear to work when using sequence player on begin play

UE - Anim - Sequencer - Sep 27, 2016

Sequencer in packaged VR project does not appear to work when using sequence player on begin play. The HMD no longer appears to be affected by sequencer after the project has been packaged out ...

Copying a Static Mesh actor from the level and pasting it into a Blueprint as a component does not retain any of the values of the copied actor

UE - Gameplay - Blueprint - Aug 4, 2015

Copying a Static Mesh actor from the level and pasting it into a Blueprint as a component does not retain any of the values of the copied actor. Reproduced in 4.7.6 binary, 4.9 Release (//depot/UE4 ...

Assertion failed: !EditReregisterContexts.Find(this)

UE - Gameplay - Jun 22, 2015

Editor crashes if a blueprint has "Can Ever Affect Navigation" changed multiple times and is compiled. Crash link: [Link Removed] Frequency: 4/4 ...

Crash when using +CVars=r.MobileContentScaleFactor=2

UE - Platform - Mobile - Jan 11, 2016

Iphone 6 Plus crashes when using +CVars=r.MobileContentScaleFactor=2, but it will run if you use +CVars=r.MobileContentScaleFactor=1. The project linked is set up with +CVars=r.MobileContentScaleFac ...

Moving a Copy of an Actor from Persistent to Sublevel Dirties Persistent Level

Tools - Aug 18, 2017

Using Alt-Drag to move a copy of an actor from the persistent level to a sublevel (when the sublevel is selected as the current level in the Levels window), the persistent level is getting marked as ...