Was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Access violation - code c0000005 (first/seco ...
When using a flight stick as a raw input device, GenericUSBController Button # blueprint events will sometimes not be registered when clicked. In local testing, this occurred roughly once for every ...
This crash seems to be related to or a continuation of [Link Removed], where that specific CrashGroup stopped receiving new crashes after the 4.10 release. This one has occurred from 4.13 - 4.15 (s ...
Setting Simulate Physics on a non-root component in a replicated actor is causing the static mesh component to be offset on the client. ...
Code class files created by the Editor that include the Copyright symbol (©) are created with UTF-16 encoding. This encoding is not supported by Xcode on Mac, and will result in a build failure. In ...
Particle frequency doesn't appear to have any visible influence on the particle system. You can test this by changing the particle frequency value on the particle system in the attached project. ...
The particle system has its initial velocity and its velocity/life in world space. It is expected that the particle's orientation won't influence the particle's velocity. That isn't the case though ...
The "CastShadow" option on primitive component has a tooltip that says "This flag is ignored (no shadows will be generated) if all materials on this component have an Unlit shading model." This isn ...
Setting PrimaryComponentTick.bCanEverTick in a custom actor component's constructor does not does not stop the component from ticking after compile. ...
Widgets are not getting proper input when a game is first launched. Until the player clicks in the window at least once, widgets will not respond to any hover events and the first click will not hav ...