This is a common 4.18 crash. Users have not provided any description of their actions when the crash occurred. Source Context 2286 void AInstancedFoliageActor::PreEditUndo() 2287 { ...
The implementation of UMGSequencePlayer::Play and UMGSequencePlayer::Pause are not conducive to being able to efficiently pause and resume animations. Some problems that need to be addressed: 1. ...
In 4.18, Buffer Visualization Modes appear very similar to their representation in Buffer Overview. In 4.19 and Main (CL 4008322) the results are very blown out. Similar issue reported in [Link Remo ...
The Editor is failing to track or receive input from connected SteamVR motion controllers during a launch on. It appears that the editor isn't locating the action manifest. If the user enters VR Pr ...
DID NOT OCCUR IN BP FPS PROJECT - might be ContentExamples specific This issue does not occur when forward shading is disabled. Viewport error reads: TOO MANY OVERLAPPING SHADOWED MOVABLE LIGHTS ...
There's actually two issues going on here: 1. The REINST references are incorrect, and due to [Link Removed]. 2. Blueprint created components will always have different names between the instance ...
It's possible for there to be multiple instances of the same sequence in the evaluation states cache if the same sequence is used in multiple sub-sections. Caches are never removed from the evaluat ...
A user has reported that when using the Scene Outliner in a large map that has many actors and nested folders in the Outliner, deleting a folder that has subfolders from the Scene Outliner with Dele ...
When using a DM and applying force via blueprints with event tick will cause a crash. Workaround: Using a timer instead will not cause any crash even with very low values. Crashreporter: [Link Re ...
A licensee on UDN brought up some issues with "Convert Selected Components to Blueprint Class". After investigating a bit, it seems there's been some regression compared to what could be done with " ...