See [Link Removed] ...
Printing the result of the 'Get Move Ignore Actors' node will crash the editor. The Licensee found the issue while exploring a workaround for this JIRA:https://jira.ol.epicgames.net/browse/UE-14734 ...
From licensee: When building and running the package on windows or other platforms, the game stops at an Assert when a particle is being rendered (off screen) from a thread other than the game thre ...
This is a common crash occurring in the 4.16 release. User DescriptionsThis is the second time that it has vcrashed on me, ans it is really annoying. All I tryed to do was add a grass texure to a ...
This is a common crash in the 4.16 release. The callstack for the issue is essentially the same as [Link Removed], however that issue had confirmed repro steps and was verified fixed for 4.16.0. A ...
This is a common crash that has been affecting users since 4.16. It may be unrelated, but a non-crash bug mentioned the same stack in [Link Removed] User DescriptionsI was creating a level and dra ...
This is a regression. In 4.19 and Main (CL 4008322), vertex color information does not save properly and data is lost when editor is reopened. Creating project from scratch instead of copying over f ...
The problem is in the function with signature "ULevelStreaming* GetLevelStreaming(FString SafeLevelName, UWorld& World)" within LevelSequenceActorSpawner.cpp at line 30. The problem is with the Safe ...
If the actor is in sublevel and user play simulate or PIE, the actor can't be moved by drag gizmo. Even if under the same conditions, editing transform of detail panel work properly. So I guess that ...
If an actor blueprint contains a Transform variable, setting that blueprint as the child actor component (CAC) of another blueprint / blueprint instance then updating the transform variable in the o ...