This is a common crash affecting users in 4.15 and 4.16. It appears to often occur while editing static meshes. User DescriptionsI was editing a mesh, added a socket, didnt immediately rename it, s ...
This seems to occur because of how reliability and the retransmission of dropped data is handled in the engine. If a reliable bunch is dropped, the entire bunch will be resent, but any unreliable bu ...
A licensee is having issues syncing their fonts folder from within the editor using Subversion. This issue only occurs with their Fonts folder; with the callstack they supplied, this leads me to bel ...
When walking off of angled geometry the player pawn will fall off of the edge horizontally instead of falling. Even with all possibly related values changed in the character defaults, the player wi ...
By [Link Removed], user can disable IDFA without customizing engine code. But, if using Launcher build, the added settings( Enable Advertising Identified(IFFA) ) does NOT work correctly. Because eng ...
Android Cook fails when a MetaSound Source object is referenced utilizing FObjectFinder in C++ Repro Rate: 3/3 UATHelper: Cooking (Android (ASTC)): LogInit: Display: LogMetaSound: Error: Target int ...
A high UWorld::Tick DeltaSeconds (i.e. GameThread hitch) results in a high UNetDriver::TickFlush DeltaSeconds. This DeltaSeconds can high (many seconds) if the hitch is long. This value then affects ...
Delegation issue with copied instances of a Trigger BP that is based off of the StaticMeshActor parent class. If bp Trigger A is placed into the level and then 2 copies are made (B & C), when C i ...
Animation orientation does not auto-convert to UE4 coordinates when reimporting the same way it does when importing the same animation as a new import. In other words, a run animation generated from ...
Gil's new loading path may already walk away from this issue. But here's some thing I tested locally if we want to fix this. A simple way to fix is to simply add BulkDataAsync.Deallocate(); ResetA ...