Generated from CrashReporter Error message - Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address [different address per crash] ...
Overlap trigger on Event Begin Play doesn't work after converting project from 4.7.6 to 4.8 P2. The user thought this was related to using Custom collision object types but it is reproducible with ...
Crash occurs when playing in editor with a character that has a Simple Wheeled Vehicle Movement Component, with a Wheel Class assigned to it. This crash seems to only occur if Don't Create Shape is ...
When switching localization for testing, text does not change language in PIE. ...
Using the delete key or context menu to delete a single sync marker created by an Animation Modifier deletes all sync markers created by the Animation Modifier. If all the markers are deleted, and ...
If an actor that contains a delegate bound in code is duplicated after being placed in the level, the delegate for the duplicate will also trigger the delegate for the original as well. ...
Root Motion Animations are not functioning correctly during lower frame rates. For example, a character moving forward 2 meters at regular frame rate will move 10 meters at a lower frame rate. Regr ...
Sub-components with the same name are not displayed on the correct parents in the Blueprints editor. Upon creation of an Actor blueprint initially derived from a c++ base class (VRCharacter) which ...
In general, UPROPERTY(VisibleAnywhere) makes a property ineditable. But, if the type of a property is FMovieSceneObjectBindingID, VIsibleAnyhere no longer prohibits it from editing. [Image Removed] ...
When creating and declaring a Spline Component in code, placing an instance of a blueprint derived from that class in the level causes a failed import message to appear upon restarting the level. ...