After triggering a breakpoint in blueprint, variable getter nodes can display the value of a different object than the node's target. For example: if an actor class has a value MyBool and the bluepr ...
The VR Template in 4.14 had a node in the level blueprint to enable stereo mode at the start of the game, but it has been removed in 4.15: [Image Removed] Maybe the "console command" wasn't the be ...
When importing a static mesh with a second UV channel setup for the lightmap the second UV is no longer being automatically assigned as the lightmap coordinate index. In 4.12 the second UV detected ...
Auto Reimport source paths can cause a crash with the editor. I couldn't narrow down in my limited testing what would cause the crash vs what would not with these file paths. The one in my attached ...
Alembic Geometry Cache crash when re-opening the project and a map that contains this asset or adding it to any existing/new levels will instantly crash the editor. This asset works correctly in the ...
Looks like CL-3215392 added changes in FArchive where the operator<< method for bool is a member operator in Editor (as opposed to a global operator in non-editor and old builds). This causes shado ...
This Jira 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 ( ...
Changing and compiling a custom struct in C++ will break behavior of Make/Break Struct nodes in blueprints if the blueprint is saved after the compile. Regression: No - blueprint fails to save afte ...
Destroying an AI Controller does not seem to remove it from the world. The controller will still remain in the World Outliner even after Destroy is called. Attempting to get the AI Controller after ...
This is a common crash affecting users in 4.16. The callstack is similar to [Link Removed], which was fixed in 4.13. User DescriptionsAccidentally duplicated a blueprint with multiple static mesh ...