Using OnRep_StaticMesh() in code or using the Set Static Mesh node does not replicate across server/client in game. ...
This is a common crash affecting users on Windows and Linux. It also appears related to an older Mac crash ([Link Removed]). Users have not provided any new descriptions. Source Context 959 ...
This is a common crash that has occurred since 4.16 for over 50 users. Unfortunately they have not provided any description of their actions when the crash occurred. The callstack has similarities ...
This issue occurs when streaming levels including reflection captures are displayed with delay. When it finishes loading assets, reflection capture textures are uploaded to the GPU. Then the leve ...
Having Child Actor Components that are set in code can cause data loss upon compiling the blueprint. In this particular scenario, there are two custom Actor classes involved, MainActor and SubActo ...
When a Material Instance is loaded that has a nullptr layer in StaticParametrs.Materiallayers. The Material Instance will create it's own CachedExpressionData but the ConnectedParameterMask will be ...
This is a trending crash in 4.18.0. One case of this callstack occurred in 4.17.1, but then numerous have occurred in 4.18. Users have not provided any descriptions of their actions when the crash ...
This has occurred so far using ES31 with Launch On to Android. It didn't occur with ES2 or Vulkan.Error: === Critical error: === Error: Error: Fatal error: [File:D:\Streams\Fortnite_Staging\Engin ...
"ERROR: Client target not found!" When packaging client after enabling or disabling a plugin. This will happen on both developer or shipping client as the build configuration.UATHelper: Packaging (W ...
When you package a project via the editor, it updates the ProjectPackagingSettings to set the StagingDirectory to the specific one chosen by the user. However, it saves this path as an absolute path ...