This is a trending crash coming out of the 4.18 release. User DescriptionsI tried to call an Event Dispatcher (which is assigned in the Level Blueprint) in the Construction Script of the Blueprint ...
When creating an Editor Utility Blueprint derived from "Asset Action Utility", UE allows the user to override function "IsActionForBlueprints". When it returns true, the "Supported Classes" setting ...
When using ComplexCollisionMesh of StaticMesh asset, at the time of hit, the physical material refers to the material of the drawing mesh side using the material index of the collision mesh side. T ...
Did not occur when building the 3rd Person Code template from Windows to XCode 9. Also did not occur when building StrategyGame from Windows to XCode 8. This hasn't yet been tested natively on a Ma ...
The User has provided an extensive log of their code base setup, and the process leading up to when the Assert occurs. "Our game mode & player state FSM are setup in a data driven manor using UDa ...
This is a trending Mac crash coming out of the 4.18 Previews. Users have not provided any descriptions of their actions when the crash occurred. Callstack from LogLogMetal: Display: Loaded a text ...
If a call is made to the blueprint node Wait Delay the editor will immediately close during PIE when the call is made without the crash reporter appearing. The "Wait Delay" node only exists on Linu ...
We recently hit a situation where some actors would suddenly teleport across the map when they were modified in the editor. We figured out that the AttachParent of some actors got reset on editor l ...
Fixed in Dev-Editor (CL# 3479874). Needs merging. ...
Context AbilitySystemComponent has a virtual function virtual void OnTagUpdated(const FGameplayTag& Tag, bool TagExists); that gets called when a gameplay tag gets added or removed, so whenever ...