This is happening only for Blueprint template projects. After I hit the issue on the BP project, I went back and tried a Code template project as well. I was NOT able to reproduce this with a Code t ...
This is a trending crash in the 4.17 release. Users have not provided descriptions of their actions when the crash occurred. Source Context 61 // If a resource array was provided for the ...
THere is an issue where the refresh rate of a windowed packaged game does not match the refresh rate of a monitor correctly, this results in stuttering. This issue does not occur in the editor (PIE) ...
There is an issue occurring where objects are flickering, and what appears to be jittering at set distances when rendering, increasing the bounds of the mesh pushes the distance for the issue out. T ...
No user comments in crash group 1511 if (PreferedLOD >= 0.0f) 1512 { 1513 PreferedLOD = FMath::Clamp<int32>(PreferedLOD, FMath::Max((float)FirstLOD, MinValidLOD), FMath::Mi ...
The engine is unable to Level that has a Blueprint actor with a child actor component that has a particle system component. The follow message pops up: World /Game/LevelName.LevelName is in use. — ...
When an instance in a Hierarchical Instance Static Mesh component is rotated using "Update Instance Transform" it doesn't retain it's material's base color value when the material uses PerInstanceRa ...
Under certain network emulation settings, it looks like outgoing packets from the client will be dropped in groups (around 4 or more packets at a time) rather than individually. This leads to the ac ...
Calling SetOneWayInteraction on a BodyInstance has no effect within the physics engine. The state of the flag is passed in to Chaos but nothing actually uses the value once it is there. It is expe ...
We've started seeing a crash in editor when re-importing one of our assets. <pre class="ql-syntax">Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 783] Array index out of ...