Need to update these UDN threads when the issue is fixed. https://udn.unrealengine.com/questions/401360/ios-shipping-build-crash.html https://udn.unrealengine.com/questions/428225/about-ios-ship-b ...
See UDN (https://udn.unrealengine.com/questions/573845/setcollisionenabled-on-skeletal-mesh-ragdoll-requi.html) ...
The expected result is that the Used with Nanite flag is enabled when Nanite is enabled in Nanite Tools. Currently, opening Nanite Tools enabled the flag even for non-Nanite meshes. ...
Root motion can accumulate in some cases and then apply a huge force when it ends. See https://udn.unrealengine.com/questions/411340/root-motion-accumulated-while-unused.html ...
Related UDNs:https://answers.unrealengine.com/questions/597988/vertex-snapping-static-meshes-to-one-another.html (2017) [Link Removed] (2015) ...
EDIT: UPDATE - All reports about this crash seem to be from laptop machines where the Oculus is running on an NVIDIA 800M or 900M series graphics card rather than the integrated Intel card. ------- ...
FScopedMovementUpdate needs to be aware of the bTeleport flags used in the MoveComponent call. This could get complex when there is a mix of teleport and non-teleport. ...
Lighting channels for skylights would help for streaming levels that include both outdoor and indoor environments. https://forums.unrealengine.com/development-discussion/rendering/78203-lighting-ch ...
When import .paper2dsprites file, always output warning log. It seems missmatch URL TexturePackerPrefix and AppName with metadata. - PaperJsonSpriteSheetImporter.cpp const FString TexturePacke ...
I think this could occur anytime but is probably very rare. However using this plugin from the reported UDN makes it much easier to repro as they are calling FMacApplication::ConvertCocoaPositionTo ...