A crash occurs when trying to use the Mesh Reduction tool for the ScotsPine_01 static mesh from the Open World Demo collection. The assets from this project are usually very processor heavy due to ...
Collision Responses will reset to previous setting after changing the Preset Collision Profile. After the change is made and "Accept" is pressed, the Collision Responses will still have the old ch ...
Slider Values are not working inside of a blueprint in 4.8 Preview 1. User Description: Problem with the numeric float/int boxes in the editor in Blueprints, if for example open the TPS Template a ...
Internal team is encountering a crash when adding too many VR devices. Email thread titled "Re: Crash Logs" The bug is an internal limit of devices the code supports, which is 8. If a controller o ...
Tested in //UE4/Release-4.27 CL#18319896 Ray Traced Translucency causes artifacts when rotating a Static Mesh in the 'Open World' level when moved far away from the center of the map. The Artifacts ...
If the level has hidden sublevels, the regenerated navmesh result appears to have a hidden sublevel mesh placed at the origin. Apparently, the reason is that bNavigationRelevant is no longer consid ...
Crash Importing Skeletal Mesh LODs with a lot of morph targets Error message: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 785] Array index out of bounds: 2 from an ar ...
Assertion failed: InputOboeStream != nullptr when changing levels with Android voice enabled User was able to workaround the issue by replacing Audio::FAudioCaptureAndroidStream::CloseStream() wi ...
Creating a UTexture2D the following way does not properly process gradients in the texture: ------ bool Atexture_test_actor::LoadRawFileTest( /* output */ UTexture2D*& image) { TArray<short> v ...
If the UPROPERTY() specifier "VisibleDefaultsOnly" or "EditDefaultsOnly" is used on a component reference that is attached to the root component selecting the actor with this component in the world ...