As described by the licensee, the const CDO contract is being broken on ChaosWheeledVehicleMovementComponent. The issue the licensee is facing is that by spawning cars with different configurations, ...
Workaround 1: 1. Change HierarchicalInstancedStaticMesh.cpp in either of the following ways:void{{ FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, c ...
A C++ project with the name, "GearVR", will not build. This does not occur with content-only projects named GearVR. In 4.7.6 and 4.8.2, it fails during Compiling and an error message appears: Runni ...
Add Code to Project fails to add a class to the project. The project can't be reopened until the classes are manually removed and the project is recompiled. The following errors occur when using Add ...
CHANGELIST: 2181118 BRANCH: UE4 https://udn.unrealengine.com/questions/166371/cull-distance-volume-bug.html DESCRIPTION: Cull distance volumes don't seem to cull blueprints or meshes inside a bluep ...
Compiling a Blueprint that uses a Select node with two different variations of Actor will crash the Editor in 4.9. In 4.8.2 binary, one input of a Select node will be disconnected on restarting the ...
This is a continuation of [Link Removed]. The previous ticket changed an Assertion to an Ensure in order to stop a crash from occurring, and stated that a more complete fix would be coming in 4.10. ...
No user comments in crash group. Similar callstack in [Link Removed] but that is a crash and this is an ensure. 701 if (ReflectionSceneProxy && ReflectionSceneProxy->RenderTarget) 702 ...
Problem description: When the Third Person Character gets attached to any other Actor (AttachToActor, Rule: Keep World), from the view of other clients the character (capsule, skeletal mesh) is out ...
When using move component to to move a component, and then calling Destroy Actor when the actor overlaps another actor, a crash occurs. In this case, the user was attempting to move their static m ...