This is a common crash in the 4.16 release. The callstack is similar to [Link Removed], but that was fixed in 4.16.2 while this crash still occurs. Users have not provided any additional informati ...
AI nav walking doesn't allow clients to set a "Base" for the character (SetBase from UpdateFloorFromAdjustment), so there is no floor result on frames where there is a net update. This causes simula ...
Left Eye Renders black in VR when a PostProcess Material is applied. On Quest Right eye renders post process mat and left eye renders scene, but upsidedown. Also occurs in Packaged Project and/or ...
We have written a plugin for UE4 that allows Unreal users to import and set up Megascans assets into Unreal Engine. Recently we added Alembic files to our assets and also updated all our plugins to ...
Crash when ApplyPhysicalAnimationProfileBelow node and UPhysicalAnimationComponent :: UpdateTargetActors by UPhysicalAnimationComponent :: OnTeleport run in the same frame. Because RuntimeInstanceDa ...
As soon as the visibility tool is used, we're adding references to the "/Engine/EditorLandscapeResources/DataLayer" asset from landscape components. If the user decides to cook without editor data ...
This may just need to be closed, we may not be able to control this at such a level. This really comes up more than you would guess. I think almost everyone has made a widget, wanted to call Edito ...
When inherited, it is reasonable to expect the tags added by the parent to be reflected in the children. If the parent is editted after the children, however, tags that are added or deleted are not ...
When repeatedly loading and unloading sublevels with a NavBoundsVolume, it will cause a crash when using a NavModifierVolume. When the NavMesh is unloaded, it seems that the number of the DirtyLayer ...
Planar reflections with any value lower than 100 for SeparateTranslucencyScreenPercentage are skewed/distorted when moving the camera, not representing the correct image when the value is 100. ...