This is a common Mac crash occurring in the 4.16.1 release. I have not found any evidence of it occurring on Windows. The callstack closely matches [Link Removed], which was briefly experienced by ...
If used inside a UMG Blueprint, a struct that has only one element will remove the element from the struct after compiling the blueprint. If the element is edited or a second element is added then ...
On welding physics bodies during primitive component attachment, UPrimitiveComponent::WeldToImplementation() calls GetRootWelded() and then GetBodyInstance() on the returned root. This searches by b ...
This is an early trending crash coming out of the 4.16 Preview. Users have not provided any additional information. From Log:/Game/VirtualRealityBP/Maps/UEDPIE_0_StartupMap.StartupMap (0.006787s) ...
This is a slightly common Mac crash that has occurred since 4.17.1. Users have not provided any descriptions of their actions when the crash occurred. Callstack from Log[2017.10.05-15.00.31:683][3 ...
The FArchiveMemoryStream class is defined in GeneSplicerModule and RigLogicModule. This generate linker error as this doesn't respect the "One Definition Rule" 1>Module.GeneSplicerModule.cpp.ob ...
This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. [2016.08.05-09.09.15:492][ 0]LogFileManager:Warni ...
Swapping the C++ Root Component from a Child BP class, pressing Save, Compile, but not Saving afterwards, will leave the Root Component in a locked state, meaning the it cannot be viewed or edited i ...
This is a regression. Tested in //UE4/Release-4.27 CL18319896 In UE4 an error is thrown when attempting to add an input. A Blueprint containing a Macro with a Wild Card input crashes when a Custom ...
Running the ResavePackages commandlet will consistently result in a crash. The callstack is here: Assertion failed: !IsRooted() [Link Removed] [Line: 265] UnrealEditor_Engine!UMaterialInterface::P ...