Error message: SEGV_MAPERR at 0x3 Source Context: Most recent user affected CL: 3249277 Logs: [Link Removed] [Link Removed] [Link Removed] [Link Removed] CrashReporter User Descriptions:Just i ...
Causing a Nav Mesh update, such as by moving an actor into the NavMesh that will create a hole, seems to be breaking Nav Link Proxies by preventing characters from being able to use them. ...
Resetting the Sequence Record settings in C++ while the Sequence Recorder Window is open causes the editor to crash Regression?: No This also occurs in 4.13 ...
A user has reported that, due to a change that was made back before 4.12, SSL certificates for HTTPS are not verified correctly when building on Windows. This is due to the change requiring a bundle ...
Overlap events, such as OnComponentBeginOverlap seem to stop working when the actor is moved to a sub level. This does not occur if the object is deleted and then replaced in the level. ...
The UObjectLibrary::RemoveObject function has mixed up logic inside of it that causes it to remove objects from the incorrect array. It currently removes from the Objects array if bUseWeakReferences ...
Local blueprint variables do not appear to be displaying their tooltips when Get or Set. This is inconsistent behavior, as adding a non-local variable displays the tooltip when Get or Set. ...
When loading individual events/sounds in an FMOD bank file, the cook will emit a warning for each asset which pollutes the log file with superfluous messages. This is because the actual event/sound ...
Characters on the client can jump indefinitely when using a Jump Max Hold Time of > 0. It appears that this option is not available on the client. ...
This won't always happen, but the call in ImportDestructibleMeshFromApexDestructibleAsset to LODModel.ReleaseResources(); will enqueue render commands to release the resource, but the call after tha ...