Project packaged on Windows for Linux crashes after exiting on Linux

Tools - Aug 18, 2016

I noticed this after packaging multiple samples projects on Windows for Linux and running them on my Linux machine. The project exited cleanly, but there was a crash and callstack generated in the ...

/std:c++17 key is hidden in generated .vcxproj after adding it to the BuildConfiguration.xml

UE - Core - Cpp Tools - Dec 10, 2021

As far as I can tell this is a regression. After including C++17 in the build configuration it shouldn't be hidden in the .vcxproj? ...

Crash occurs when duplicating a State Machine in the My Blueprint panel within an Animation blueprint

UE - Runtime - Anim BP - Aug 17, 2022

This is not a regression. Tested in //UE4/Release-4.27 CL18319896 Crash occurs when duplicating a State Machine in the My Blueprint panel within an Animation blueprint. ...

[CrashReport] UE4Editor_Slate!SMultiBoxWidget::GetCustomizationVisibility() [multibox.cpp:931]

Tools - Jun 14, 2016

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Assertion failed: Result == FPrope ...

Setting max undilated frame time to a negative value crashes the editor

UE - Gameplay - Apr 6, 2018

In the world settings of any level, changing the max undilated frame time to a negative number results in the editor crashing. ...

Unresponsive black screen in standalone when enabling HMD w/ Oculus attached

UE - Platform - XR - Oct 8, 2015

Going fullscreen/stereo on/enableHMD causes a play in standalone to go unresponsive and render as a black screen. Found on: Binary 4.9.2 release (from launcher/portal) UDN: https://udn.unrealengin ...

[MetaSounds][Sine Generator] - Ensure in MetasoundEnum.h

UE - Audio - MetaSounds - Mar 25, 2022

Live Ensure seen in Crash Reporter. Crash Reporter Link: [Link Removed] Hit 13 times by 4 users.Ensure condition failed: Converted [File:D:\build\++UE5\Sync\Engine\Plugins\Runtime\Metasound\Source\ ...

UGameplayStatics::SpawnEmitterAttached keeps relative location when SnapToTarget is used.

UE - Gameplay - Aug 10, 2016

UGameplayStatics::SpawnEmitterAttached will keep relative position when using SnapToTarget. ...