Using a Macro to access a variable from another Actor causes a crash in Standalone

UE - Gameplay - Blueprint - Jun 8, 2015

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 attempting to launch on to Windows with Raw Input plugin enabled

UE - Gameplay - Input - Nov 9, 2016

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 ...

BP: DEBUG: Debug filter automatically switches to one of the instances of blueprint which doesn t let user debug other instances of blueprint

UE - Gameplay - Blueprint - Aug 5, 2014

GameVersion Branch: UE4 Configuration: Main Version: 2242091 CommandLine:qagame -log Label: GUBP Node Shared_LabelPromotable built from changelist 2242091 DESCRIPTION: Debug filter automatically sw ...

Editor Crashes When Updating Captures on Sphere Reflection Captures

UE - Graphics Features - Feb 20, 2017

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 ...

"Too many texture coordinate sets" warnings in KiteDemo

UE - Graphics Features - Jan 17, 2017

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 ...

Classes in TargetDenyList modules are still referenced from Components on BlueprintGeneratedClasses and cause runtime warnings

UE - Foundation - Feb 25, 2024

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 an FBX with Combine Meshes = False, one uasset will be created for the collection of assets.

Tools - Feb 4, 2016

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 ...

Users Unable to create C++ Projects

UE - Foundation - Core - Mar 6, 2015

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 ...

[CrashReport] Crash on Mac related to editor close

UE - Platform - Apple - Jun 6, 2017

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 ...

iOS fails during build step with OSS Facebook plugin enabled due to spaces in filepath

UE - Platform - Mobile - Feb 8, 2019

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 ...