This is a common crash affecting users in 4.16. The callstack is very similar to [Link Removed], which has previously been fixed. User DescriptionsTesting destruction of generated destructables. T ...
Consider a sequence hierarchy with more than two layers. If the top-level sequence uses a negative timescale on a sub-sequence, the contents inside it animate as expected, but any nested sub-sequenc ...
Skeletal or Static Meshes exported from DAZ Studio as 2014 FBXs import with errors since 4.7. The same mesh in 4.6.1 imported without perceived errors. [Image Removed] Attached Files: DAZ_Test.fb ...
As described in the UDN question, some settings aren't forwarded correctly to the game instance in PIE during a functional test. Proposed patch attached. ...
Not checking for a property not being supported by audio manager, need to protect it against NULL ...
This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Assertion failed: (Index >= 0) & ( ...
This is an occasional crash in the 4.17 release. Users have not provided any descriptions of their actions when the crash occurred. Source Context 664 for(int32 ElementIndex = 0;ElementIn ...
Deadlock in Chaos during PIE; the main thread is in USkeletalMeshComponent::HandleExistingParallelEvaluationTask waiting for a task to complete, and a worker thread is running that task and is in US ...
The Light Function variant of the hit lighting miss shader is compiled as the Light Function material, so MATERIAL_IS_SUBSTRATE=1. This makes it read the ray hit surface from the payload incorrectly ...