Because both FWorldAsyncTraceState's CurrentFrame and FTraceHandle are default initialized to 0, on the first frame, if a new Asnc Trace starts all default FTraceHandles will reference the same (now ...
Summary This issue was reported by a licensee via UDN. It appears that all of the plugins generate a "missing precompiled manifest" error when packaging a project on Mac in UE4.26.2.Licensee Platfor ...
Licensee wants to be able to import skeletal meshes which have Vertex Colours (their entire game is Vertex Coloured) and Morph Target animation, but they're seeing a crash when toggling Vertex Color ...
Switching the skeletal mesh of an actor during PIE crashes the editor. Frequency: 5/5 Crashreporter: N/A ...
Users reported seeing the line "LogUObjectGlobals:Warning: Failed to find object 'Class None.'" in the Output log after creating a project. I was able to confirm in a new blank code project without ...
Grabbing a Destructible Mesh Child blueprint with a Phsyics Handle crashes the editor during PIE. NOTE: This issue occurs whether or not simulate physics is active on the destructible mesh compone ...
Crash occurs when attempting to add an actor component c++ class to a game mode blueprint if the actor component is tagged with the Within="GameMode". Found in 4.11.2 binary, reproduced in 4.10.4 ...
Execution reroute nodes become wildcard reroute nodes when creating a second reroute node off the same execution pin. Note: this does not appear to affect their functionality as execution reroute no ...
Enabling Light Shaft Occlusion causes exponential height fog to render incorrectly at certain viewing angles in stereoscopic. This does not reproduce once light shaft occlusion is turned off on the ...
When attempting to apply torque to a ragdolled skeletal mesh, nothing happens, regardless of the value used. Applying an impulse works as expected, but adding torque seems to have no effect. Found ...