This causes the ObjectId pass in MRQ to fail to distinguish between materials in the resulting Cryptomatte file. It looks like FGeometryCacheSceneProxy doesn't implement CreateHitProxies so it's f ...
Assertion fails when a struct is opened with a class reference stored and with the struct as a variable in the class that's referenced. A restart is required in order to see this occur. Repro Rate: ...
Generated from CrashReporter Fatal error: [Link Removed] [Line: 544] Could not write to One possible repro (but is possibly outdated) can be found in [Link Removed]. ...
Workaround: Navigate to and open the newly-created level in the Content Browser prior to LaunchOn. After using the Save Current As tool, Game runs into error when trying to LaunchOn. Editor display ...
Actors not marked as Always Relevant do not replicate to Clients that have possessed a vehicle past 15,000 units (the sq root of Net Cull Distance Squared) of the point of possession. Note that repl ...
When a certain kind of mesh is loaded/unloaded at runtime from transitioning levels, the amount of unfreed memory of the game will steadily increase. There is some natural fluctuation of memory but ...
Generated from CrashReporter ...
Assertion failed: InputOboeStream != nullptr when changing levels with Android voice enabled User was able to workaround the issue by replacing Audio::FAudioCaptureAndroidStream::CloseStream() wi ...
We believe this is a bug in the D3D validation layer, rather than an actual error in our code. We're in touch with Microsoft about it, but I'll make this ticket to track the progress of that investi ...
Editing the Child Actor Class of a Child Actor Component owned by a Parent BP can corrupt the Child BP's state. This seems related to known serialization issues, where changing a Parent's Property ...