User comments in crash group:Light exort crashSwarm agent crash.Building lighting 1496 #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) 1497 if (!Buffer) 1498 { 1499 ***** UE ...
Following the repro, a temporary copy of a BP Macro library is loaded into memory. When you right click to place a node, it incorrectly lists macros defined in this temporary library. They are fully ...
When using TMaps within a function in blueprints & then compiling the blueprint causes a warning to be created in the output log. In some test cases it only occurs with a local function TMap variabl ...
In KismetArrayLibrary.h, functions that modify the array property call MARK_PROPERTY_DIRTY(Stack.Object, ArrayProperty). Because these calls use the stack object and not the property's owner, modify ...
Certain files for building menus is calling the wrong extenders List of known conflicting functions:FSkeletalMeshEditor::ExtendMenu() [Engine\Source\Editor\SkeletalMeshEditor\Private\SkeletalMeshEd ...
The Noise Node when used in a UI Material is rendering completely black in 4.11. This is a Regression from Behavior in 4.10.2 It looks like the Noise Node (at least form the preview of the noise i ...
This is a race condition between the FShadowScene update & rendering, where sometimes the renderer tries to access a data array before it has been populated leading to the crash. It happens fairly r ...
Physics actor attached during runtime doesn't have proper collision User Description: It seems that the "Weld Simulated Bodies" option on the AttachToActor function (same with AttachActorToActor) ...
Using the transform gizmo to scale a blueprint component will break the functionality if scaled to 0.0 and released. Workaround: If the scale value is directly set to non-zero value, gizmo can be u ...
User reports on the forums of being stuck in an infinite loop and noticed a dead branch in the titled function:The body of if (SubLODActor) doesn't actually do anything, guaranteeing an infinite loo ...