The post process within the project is causing the light to show up extremely bright on Note 5. This project has been tested on a Nexus 5, Samsung Galaxy S6, and Nexus 5X. Could not repro on: 6713 ...
Using "GetCurrentFrame" crashes app. "The crash is due to the default constructor of FAppleARKitFrame being called by the above mentioned blueprint function. That constructor fails to initialize fi ...
Blueprint nodes that exist as a result of the UPROPERTY() macro don't get disabled once the "BlueprintReadWrite" or "BlueprintReadOnly" is removed as a parameter in the UPROPERTY() macro. The nodes ...
A user pointed out a possible mistake in the Engine source code. In the GetCollisionShape function in the UPrimitiveComponent class, an FVector variable Extent is created and set, and then potential ...
A Blueprint Interface function that returns a map type variable will fail compiling with various errors when called in another Blueprint. If the same function is setup in the Actor Blueprint instead ...
Starting with 4.7 and when we changed the BSP blocks in Sample Content to Static Meshes, a significant minority of lower end PC users are getting soft crashes (freezes and rebooting required to cont ...
LODs used with the Foliage Tool are no longer being shadowed accordingly with their baked lighting from their base LOD. Originally they would stay consistently lit, where as now the lower LOD transi ...
The current implementation of AutoCreateRefTerm does not allow for a default value to be automatically created for a TArray contained within a struct that is passed into a function as a parameter. I ...
Error message: Access violation - code c0000005 (first/second chance not available) Source Context:757 if (SourceMips.Num()) 758 { 759 FFormatNamedArguments Args; ...
Pasting from the UDN: Unsafe code in AbilitySystem can lead to crash when granting an ability inside OnAbilityEnded Hello. We just ran into a crash. After investigation, it seems to be caused by ...