If dynamic bindings are being used in a custom code class from which Blueprints are derived, any hot reload will make the bindings a permanent part of the Blueprint and they cannot be removed or cha ...
A licensee encountered a crash during InjectTranslucentLightArray: according to them they fixed the issue in ShadowProjectionCommon.usf: /** Cube map texture. */ TextureCube<float> ShadowDepthCub ...
Editor crashes after exiting a play in vr session with -Vulkan enabled Exclusive to Oculus Rift ...
This looks to occur because of the order in which the OSS Adapter module and Steam OSS module are shut down. The OSS Adapter holds onto references to the OSS's interfaces, so when the Steam OSS modu ...
In BlueprintCompilerCppBackendUtils.cpp: #define MAP_BASE_STRUCTURE_ACCESS(x) \ BaseStructureAccessorsMap.Add(x, TEXT("#x")) Needs to be changed to: #define MAP_BASE_STRUCTURE_ACCESS(x) \ ...
Blueprint assets that utilize an array "swap" node to swap elements cannot currently be converted to C++. Current workaround: Either avoid use of the "swap" node or exclude the Blueprint asset from ...
This is a common 4.18 crash that occurs before projects load. All cases experience the "RESET" error. Possibly just driver issues? Source Context 188 // Workaround for the fact that i ...
[Link Removed] I have this set up so that FX artists can stack UV manipulations, so I don't want to just have all the UV manipulation in the layer with the base color, even though that does give me ...
This is a trending crash coming out of the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. It appears to crash without a project loaded, and only for ...
Adding a new custom UFactory code class to a project results in no longer being able to build the project for the Development configuration. Prior to adding the UFactory code class the project can b ...