When destroying an Actor with a Procedural Mesh Component; that is stored in an Array Variable, the memory for that Actor's Procedural Mesh Component is not cleared, leading to a Memory Leak. Howeve ...
Potential memory leak when using Blueprint Debugger to inspect a return value multiple times while playing. User also reported this would cause a crash, but I didn't try to max out ram usage to trig ...
Editor Utility Widgets (EUW) can be used to script editor behavior. One use case is the automation of asset creation. A licensee has reported that when an EUW is used to create an asset, for as lon ...
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 ...
Users can create project with existing name of "Slack" which causes conflict with existing Slack.h. Call stack is log file. ...
An increasing amount of warning show up in the output log as a widget is pasted into a name space that is part of a widget that has been added to another widget via the user created section. Examp ...
There are no errors or warnings in the console output or logs that suggest anything went wrong. Also attempted to import a .PNG with no luck. Exact command used, use of <user> where appropriate:UE4 ...
Slate Widget fails to compile when you add it to a new project. Expected as a user that anything in that default list should be able to be added and compile fine without making any changes. Compil ...
Generated packages have to be constructed by the cooker via FGeneratorPackage::CreateGeneratedUPackage. Some fields on the UPackage are set and ICookPackageSplitter->PopulateGeneratedPackage is call ...
The primary shader crashing is "FVisualizeLumenSceneCS" which I've put in the callstack section, but I think this is more likely a binding problem as I'm also see the following crash with cloud shad ...