Users have reported that building for Distribution on Gear VR results in failure due to a missing Oculus library. The error they receive is as follows: UATHelper: Packaging (Android (ETC2)): [javac ...
Behavior Trees cannot be saved if the Blackboard assigned to it was opened before opening the Behavior Tree from the Content Browser. Reproduced in 4.8.3 binary, 4.9.2 binary, 4.10 Preview 3 binary ...
This crash is caused by how source control history is managed and shown. In this specific case the source control software is Perforce. As written in the repro steps, it can happen to any uasset tha ...
An ensure is triggered in FBoundsCacheElement::GetValue when adding instances to an InstancedStaticMeshComponent inside a Blueprint’s Construction Script. This occurs when the ISM component is navig ...
A dotnet crash occurs sporadically with a sigsev or sigbus when running on Mac OS. This is in the dotnet executable itself, and can happen on commands like `dotnet build`, not just on executing the ...
This crash has been reported through the 4.12 Previews and is continuing to occur in the 4.12.0 release. Additional information about this crash is not available at this time, however it may be the ...
Plugins that provide blueprint-accessible libraries generally need to be set the PreDefault LoadingPhase so they can be properly loaded before game-specific data that loads early in the Default load ...
If "UVFlipping Mode" under Rendering on the Required node of an emitter is set to anything other than "None," the particles can become stretched and distorted. As a workaround, I have discovered th ...
When assigning a static mesh to the "Sample Static Mesh" module, the engine will crash as soon as you select a mesh and click "Fix Now". If the mesh already has CPU access enabled it will crash as s ...
Currently details changes to the following are not noticed by the Diff tool when diffing AnimBPs:State Machines (i.e. Max transitions per frame)Transition rulesConduitsStates This also affects non- ...