User reports this is a regression because it worked in 4.27, but they converted to 5.0.1 and now it causes a crash. However, I'm unable to verify this at this time. A crash happens with a combinati ...
This is an infrequent crash in the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. Source Context 849 uint32 UMaterialExpression::GetOutputT ...
GoogleVR package for android crashes on startup with the following error:10-30 11:36:52.658: E/AndroidRuntime(12189): FATAL EXCEPTION: MainThread-UE4 10-30 11:36:52.658: E/AndroidRuntime(12189): Pr ...
From User: "Sequencer: When using an animBP there's no animation at all (preview) without an animation in the animation track. Strangely enough the animation BP starts running if you add any animat ...
The asset manager is used to scan directories on disk for different Primary Assets that can then be loaded on demand. Game feature plugins support the ability to add additional scan directories when ...
We do have very inconsistent system between Static/Skeletal and the current name is set for ScreenSize. However, Static mesh and HLOD are using ScreenSize name for Screen area calculation. We wan ...
SplineMeshComponent's collision will start to distort the longer the Spline becomes This is a regession. It was working in 4.13.2-3172292 User Description: When drawing out a long spline mesh ( r ...
Having Child Actor Components that are set in code can cause data loss upon compiling the blueprint. In this particular scenario, there are two custom Actor classes involved, MainActor and SubActo ...
Internal team is encountering a crash when adding too many VR devices. Email thread titled "Re: Crash Logs" The bug is an internal limit of devices the code supports, which is 8. If a controller o ...
Crash when adding Actor Array Element to a Sequencer Event Struct Error message: Assertion failed: 0 [Link Removed] [Line: 56] Source Context: 42 N = FName(*StringName); 43 ...