This is a common crash affecting users since at least the 4.14 release. It was previously associated with [Link Removed], however that has been marked as fixed. Source Context 221 void Veri ...
This is a common crash affecting users on Windows and Linux. It also appears related to an older Mac crash ([Link Removed]). Users have not provided any new descriptions. Source Context 959 ...
This is a trending crash in the 4.17 Preview. Users have not provided any descriptions of their actions when the crash occurred. Source Context 2408 uint8 *Data = (uint8*)Dest; 2409 ...
This is a common cook crash affecting users in 4.16. It is possibly the same issue as described in [Link Removed] for past engine versions. Source Context 33 virtual void Serialize(void* ...
Final bits of logging show:D/UE4 : [2019.03.18-16.36.59:236][ 0]LogInit: Display: Starting Game. D/UE4 : [2019.03.18-16.36.59:236][ 0]LogNet: Browse: /Game/FirstPersonCPP/Maps/FirstPerson ...
Event Dispatchers do not update event references when renamed if the green "+" is used to add the event in the Details Pane of an actor component. Note: Event Dispatchers appear to rename normally ...
Removing Pose from a Blend by Enum node can cause compile errors when a float is defining all of the blend times. ...
'Greater/Lesser Than or Equal To' nodes do not work consistently with values lower than 1 Note: The issue isn't present with whole numbers (ex: 10 decremented by 1) ...
We do have very inconsistent system between Static/Skeletal and the current name is set for ScreenSize. However, Static mesh and HLOD are using ScreenSize name for Screen area calculation. We wan ...
Having Child Actor Components that are set in code can cause data loss upon compiling the blueprint. In this particular scenario, there are two custom Actor classes involved, MainActor and SubActo ...