Using a Macro to access a variable from another Actor causes a crash in Standalone. This does not seem to affect any other preview in editor, nor packaged games. Reproduced in 4.7.6, 4.8 Preview 4, ...
Compile fails when the user attempts to launch on to Windows with the Raw Input plugin enabled. Error:LogPlayLevel: xgConsole: Module.RawInput.cpp LogPlayLevel: xgConsole: d:\framework\engine\plug ...
GameVersion Branch: UE4 Configuration: Main Version: 2242091 CommandLine:qagame -log Label: GUBP Node Shared_LabelPromotable built from changelist 2242091 DESCRIPTION: Debug filter automatically sw ...
Error message: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 633] Array index out of bounds: -1 from an array of size 11 Source Context: 200 CubemapArray.Updat ...
Full set of warnings:LogShaderCompilers:Warning: Failed to compile Material /Game/KiteDemo/Environments/Trees/HillTree_02/HillTree_01_Leaves_Mat.HillTree_01_Leaves_Mat for platform PCD3D_SM5, Defaul ...
Other than the presence of the error and the performance cost of looking for a package on disk that does not exist, there are no behavioral problems. When running with legacy (non-iostore) pakfiles ...
When importing a mesh, there is an option to Combine Meshes, which by default is checked. Unchecking this option will bring in the individually named parts contained in the FBX as unique objects in ...
2nd AH post with the same issue: https://answers.unrealengine.com/questions/183441/cant-load-c-projects.html Multiple people have reported not being able to create a C++ project. Creating a Bluepr ...
This is a long-standing Mac crash that occurs with low frequency, but has affected more than 500 users since it started (possibly in the 4.11 release) It has recently been experienced internally by ...
When a user tries to package or launch onto an iOS device they will fail at the build step due to:[3/8] sh Unzipping: /Users/Shared/Epic Games/UE_4.22/Engine/Source/ThirdParty/Facebook/IOS/FacebookS ...