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 ...
FStaticMeshRenderData::Cache has the assertion: checkf(Owner->IsMeshDescriptionValid(0), TEXT("Bad MeshDescription on %s"), *GetPathNameSafe(Owner)); This assertion can be triggered by data erro ...
Changing a Media Player asset from Stream Mode: FromURL to From Memory crashes the editor. In 4.8, the editor crashes immediately upon changing that value, with no crash report. In 4.6 and 4.7 Pre ...
The level blueprint has a macro that references a level. FBlueprintNodeTemplateCache keeps holding this cashe at transition level. Unable to find source-code formatter for language: text. Available ...
This is a trending Mac crash coming out of the 4.18 Previews. Users have not provided any descriptions of their actions when the crash occurred. Callstack from LogLogMetal: Display: Loaded a text ...
Assertion failed: FPlatformTLS::GetCurrentThreadId() == OwnerThread [Link Removed] [Line: 4641] Callstack: > UE4Editor-CoreUObject-Win64-Debug.dll!FLinkerLoad::Serialize(V, Length) Line 4641 C++ ...
Licensee reported problem via UDN. Context GameplayCues ('cue') are events that can be fired by game code, that are identified via a GameplayTag. Cues can be instantaneous or can be a state on any ...
Macro that causes an infinite script recursion error crashes editor and produces errors in output log referring to UnrealScript. Frequency: 3/3 Crash Reporter; [Link Removed] ...
This is an infrequent Mac crash that has occurred for a few users in 4.17. Users have not provided any description of their actions when the crash occurred. The callstack has a few similarities to ...
Within the actor snapshot area, you can categorize information into different sub-trees, each of which are expandable. However as you scrub through the timeline and new events happen, any sub-catego ...