Creating objects at cook time that are exported into the cooked package is a possible cause of indeterminism, and therefore we have banned it in engine classes and will fire a warning about it. Cur ...
If the Wait Task is completed for the first frame, it may not return to the root node even after Finish. This can be avoided by increasing the wait time of the Wait Task (see CaseOK.mp4). When this ...
This is a common Mac crash in 4.16. Users have not provided descriptions, so additional information is not currently available. Callstack from LogLogMetal:Display: No .metalmap file found for SF_M ...
The level blueprint has a macro that references a level. FBlueprintNodeTemplateCache keeps holding this cashe at transition level. Unable to find source-code formatter for language: text. Available ...
This is a common Mac crash that has occurred since at least 4.17.1 User DescriptionsJust trying to launch my project on any output I can. No luck.launching AR project on IOS device. Ugg. Last adjus ...
The licensee has reported, and I was able to reproduce, that specifically in package builds targeting Development configuration, trying to toggle the SmartLinkEnabled state of a NavLinkProxy will cr ...
This is an early trending Mac crash in 4.18. Users have not provided any descriptions of their actions when the crash occurred. Callstack from LogLogAssetRegistry: Asset discovery search completed ...
UE5.0 does not support ActorFoliage at Levels where World Partition is enabled ( [Link Removed] ), but ActorFoliage will work via ProceduralFoliageVolume. And when you cook the level you will get an ...
Continual ensures while playing this user's project: LogOutputDevice: === Handled error: === Ensure condition failed: CurrentDepthTexture [Link Removed] [Line: 650] Stack: UE4Editor-Core.dll!FWind ...
When playing in Standalone with multiple characters there's the the chance that one of the player states does not get set and remains null. This is not a 100% repro case. Multiple tests may be req ...