Final bits of logging show:D/UE4 : [2019.03.18-16.36.59:236][ 0]LogInit: Display: Starting Game. D/UE4 : [2019.03.18-16.36.59:236][ 0]LogNet: Browse: /Game/FirstPersonCPP/Maps/FirstPerson ...
This issue occurs when streaming levels including reflection captures are displayed with delay. When it finishes loading assets, reflection capture textures are uploaded to the GPU. Then the leve ...
The Asset Audit window uses the content browser to display information about both real assets and fake assets like chunk definitions. When you hit the Add Chunks button, it adds several fake assets ...
Context: Some ActorComponents can schedule end-of-frame work which UWorld executes later in the frame in UWorld::SendAllEndOfFrameUpdates(). By-design it appears that it's not allowed to schedule mo ...
We do have very inconsistent system between Static/Skeletal and the current name is set for ScreenSize. However, Static mesh and HLOD are using ScreenSize name for Screen area calculation. We wan ...
The cause was that the information remained in Rows Disabled of Track even though it returned to one Track by the delete operation from the state where there was a child Track of multiple rows. As ...
This is a trending crash after the 4.17.2 hotfix, but has occurred since 4.17.0. Users have not provided any description of their actions when the crash occurred. The callstack shares similarities ...
When adding a new C++ class to a project via the editor's interface, Visual Studio is opened but it ends up opening more than is necessary. Firstly, Visual Studio is opened without focus on the two ...
This has occurred so far using ES31 with Launch On to Android. It didn't occur with ES2 or Vulkan.Error: === Critical error: === Error: Error: Fatal error: [File:D:\Streams\Fortnite_Staging\Engin ...
When you package a project via the editor, it updates the ProjectPackagingSettings to set the StagingDirectory to the specific one chosen by the user. However, it saves this path as an absolute path ...