Continual ensures while playing this user's project: LogOutputDevice: === Handled error: === Ensure condition failed: CurrentDepthTexture [Link Removed] [Line: 650] Stack: UE4Editor-Core.dll!FWind ...
In the attached example, the third person mannequin character's BeginPlay() runs an Ability_Task which starts an animation montage. In the task it is specified that the blend out time (BlendOutTime ...
Attempting to load dlc assets with RequestAsyncLoad function results in the assets not being recognized. ...
Here is a work around bool FTriangleMeshSweepVisitor::VisitSweep(const TSpatialVisitorData<int32>& VisitData, FRealSingle& CurDataLength) { ... if (CullsBackFaceSweepsCode != 0) { if ...
Crash Importing Skeletal Mesh LODs with a lot of morph targets Error message: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 785] Array index out of bounds: 2 from an ar ...
When running the console command "scalability auto" on a packaged project, the benchmark for the CPU is returning "inf". Example logs [2017.11.09-14.35.50:583][ 92]LogConsoleResponse: Display: Cu ...
Crash occurs while progressing through the Landscape Overview tutorial, after the step "After pressing the Create Button, your level should now have a Landscape Actor inside of it" This is a regres ...
From the user: The root of the problem appears to be that KeyState.EventAccumulator still has events stored in the structure for 'LeftAlt'. So, although UPlayerInput::FlushInput is called when the ...
A crash occurs when importing a tiled landscape, via the 'Levels' window with World Composition enabled, and applying a material to the 'Hole Material' slot. You can also re-apply a default material ...
I make a custom struct and assign default values to it's member floats, etc. When I use that in a Blueprint, the defaults work as expected. However, when I reference it as a local variable in a BP f ...