[CrashReport] UE4Editor_ClothingSystemEditor!UClothingAssetFactory::CreateFromSkeletalMesh() [clothingassetfactory.cpp:357]

UE - Simulation - Physics - Character - Aug 21, 2017

This is a trending crash occurring in 4.17 and 4.17.1. Users have not provided any descriptions of their actions when the crash occurred. Source Context 345 if(Params.bTryAutoFix && Param ...

[CrashReport] UE4Editor_Sequencer!FSequencer::Tick() [sequencer.cpp:439]

UE - Anim - Sequencer - Aug 21, 2017

This is a common crash that has occurred since at least the 4.10 release, although there seems to be a gap where it may not have occurred through the 4.12-4.14 releases, but returned with 4.15. Use ...

Crash while unloading a streaming level while spawned decals exist in the unloaded level

UE - Graphics Features - Aug 18, 2017

When unloading a level containing a decal that is using a dynamic material instance the editor will crash. ...

EObjectTypeQuery array nodes break when changing Object Channels in Project Settings

UE - Gameplay - Blueprint - Aug 18, 2017

When an object channel is deleted in Project Settings, any EObjectTypeQuery array becomes broken due to the array size shifting. Additionally: Enums can change when adding new Object Channels after ...

Slomo command has no effect when Run Dedicated Server is set

UE - Gameplay - Aug 18, 2017

Using the slomo # command when Run Dedicated Server is set has no effect. Command still functions when this checkbox is set to false. Regression: No, same behavior occurs in 4.16.3 ...

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 ...

Hard reference gets created by adding a retarget source to a skeleton

OLD - Anim - Aug 18, 2017

Adding a retarget source to a skeleton would create a hard reference from the skeleton to the mesh(retarget source mesh). ...

Owner No See option does not correctly apply to widgets using screen space

UE - Editor - UI Systems - Aug 17, 2017

When using the Owner No See option with Widgets, if the widget is set to display on the screen rather than the world, then the option does not affect the widget as intended. Other forms of changing ...

IMovieSceneEasingFunction fails to nativize when not using Inclusive nativization

UE - Gameplay - Blueprint - Aug 16, 2017

https://udn.unrealengine.com/questions/385999/assertion-failed-isingamethread.html ...

Ensure compiling a blueprint with itself as a Child Actor Component

UE - Gameplay - Blueprint Compiler - Aug 16, 2017

Ensure occurs when the user creates a cycle with a blueprint containing itself as a child actor component. ...