Licensees have reported crashes being triggered while the engine is resolving debug markers for an Nvidia Aftermath dump. This makes it difficult to properly investigate crashes ...
The following code can often be found in UNiagaraDataInterfaceChaosDestruction.const int32 ParticleID = ParticleIDParam.GetAndAdvance() - LastSpawnedPointID + 1; The LastSpawnedPointID is usual ...
From licensee: Hello! Our level streaming setup enables the bUseActorFolders on our levels. When moving the Actor into another folder via the Outline, the editor will crash on the next load Assert ...
Licensee reported problem via UDN. Context GameplayCues ('cue') are events that can be fired by game code, that are identified via a GameplayTag. Cues can be instantaneous or can be a state on any ...
Soft angular constraints are solving velocity like hard constraints. Instead of swinging back and forth, the affected body just snaps to 45 degrees. Check the steps to reproduce for more details. Th ...
Came from a UDN: [Link Removed] Proposed fix is to change `FRawInputWindows::ParseInputData` to use this logic instead: ``` ... USHORT BitSize = ValueCapsBuffer[iValue].BitSize; LONG SizeMask ...
Crash Report: [Link Removed] <unknown module>! KERNELBASE!RaiseException() <unknown module>! UE4Editor_Core!FOutputDeviceWindowsError::Serialize() <unknown module>! UE4Editor_Core!FMsg::Logf__VA( ...
We need to handle TrackedDeviceClass_DisplayRedirect as a valid device in SteamVRController.cpp ...
Demo drivers that are actively playing back a replay while still connected to another server as a client (via game net driver) will generate warnings due to the function forwarding code (UNetDriver: ...
Somehow the namespace broke between the collision and the trace modules. [Image Removed] [Image Removed] ...