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 ...
This is an early trending Mac crash in 4.18. Users have not provided any descriptions of their actions when the crash occurred. Callstack from LogLogAssetRegistry: Asset discovery search completed ...
From AnswerHub: Lighting problem [Mac] I am currently testing UE4 on a Mac at my college, but there are these strange lines where light is being cast onto surfaces. I'm currently wondering if this i ...
Movable/Stationary dynamic shadow distance in the Directional light is not captured in the Planar Reflection. Note that Point and Spot Lights box cast shadows that can be rendered in the reflection ...