When a strong pointer is set to null the packaged build of the game will immediately close. No crash logs were were made and no Saved folder was made (<Project Name>/Saved/Logs). An example project ...
This is a common crash in the 4.16 release. It seems related to creating a parameter in the Material Editor, however users have not provided any descriptions so additional information is not current ...
Mesh draw commands don't hold strong references to resources. When caching mesh draw commands, their lifetimes can match the parent scene proxy, which can be very long. This increases the chance tha ...
Edit MattK: I think the simplest and safest solution to this is to simply prevent all input from leaving a running play in editor viewport. A user wants to bind CTRL key to crouch, and when they u ...
This is a common crash affecting users. User DescriptionsJust import a Mesh of Fuse Source Context 624 void UnFbx::FFbxImporter::RecursiveBuildSkeleton(FbxNode* Link, TArray<FbxNode*>& Out ...
This is a Mac cooking for iOS commandlet crash that has occurred occasionally for some users in 4.16. Example Command Line (PII removed)/Users/---/Desktop/---/---.uproject -run=Cook -NoLogTimes -T ...
No user comments in crash group 313 void Facet::silhouette(const Ps::aos::Vec3VArg w, const Ps::aos::Vec3V* PX_RESTRICT aBuf, const Ps::aos::Vec3V* PX_RESTRICT bBuf, EdgeBuffer& edgeBuffer, ...
No user comments in crash group 18 FSlateShaderResourceManager* FSlateDataPayload::ResourceManager; 19 20 static bool IsResourceObjectValid(UObject*& InObject) 21 ...
No user comments in crash group 172 const bool bOverrideSelection = 173 GIsEditor && 174 !View.Family->EngineShowFlags.Selection && 175 (MaterialRenderProxy- ...
Control Rig parameters don't function after editor restarts. Also the default values don't function and you need to use an input instead of directly editing the values of the pins. You can work aro ...