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. Source Context 174 if (GWarn) 175 { ...
If StepIn is performed on a module for which the Interface function is not defined, a crash will occur. ...
When a non-replicated actor is destroyed on the client through the use of bNetForce, any child actors that are also non-replicated will not be destroyed correctly. ...
Some changes were made to the Levels window for 4.17 which allowed sublevels to be organized into folders. It appears a side effect of this change was that levels can no longer be manually reorganiz ...
Preforming a hot reload causes placed actors to lose code based variable settings. More repro steps: 1. Open UE4Editor.exe 2. Create a First Person Code project 3. Build the project for Developme ...
There is an issue with the checkbox taking input when the visibility is set to "Self Hit Test Invisible". It should not be taking input as it should have the same properties as "Hit Test Invisible", ...
When using SceneCapture2D and trying to edit the "Primitive Render Mode" (found in Details panel, Scene Capture) you can select the "Render Scene Primitives (Legacy)" and the "Use ShowOnly List" opt ...
Assigning a soft reference in a blueprint and attempting to resolve it as an object/class while nativization is enabled causes the packaging process to fail. A sample project was provided by the use ...
Widget component disappears on Compiling the Widget blueprint. If an actor is using a widget component and the corresponding widget blueprint is compiled. The instance of the widget component in the ...
When running the console command "scalability auto" on a packaged project, the benchmark for the CPU is returning "inf". Example logs [2017.11.09-14.35.50:583][ 92]LogConsoleResponse: Display: Cu ...