There are some pre-processor checks in the Engine code that look for the version of MSC that was introduced with Visual Studio 2017 (eg. #if _MSC_VER == 1900). However, this does not take into consi ...
From https://udn.unrealengine.com/questions/431271/tpropertyvalueiterator-skips-tmap-values-when-keyt.html The property value iterator has logic where it tries to iterate over all properties in a s ...
Licensee is trying to run an Automation Test from Blueprint in a packaged build. When the exe is launched it crashes with a fatal error. ...
With the geometry data getting bigger and bigger we hit more often the int32 limits of the default TArray. All geometry data is store in array so we cannot have more then 2GB of vertexinstances or t ...
User comments in crash group:this map crashes on loadok so it seems opening any map from Modular Stadium Kit causes crash right after shaders compiling is done! im using it with another market place ...
C++ classes that are located within a folder named "Device" cannot be seen or used within the Editor. The classes cannot be found within the Content Browser, and they cannot be used to create Bluepr ...
Enabling the "Force all skinned meshes to recompute tangents" sets the value at a Windows user level so that it affects all UE4 projects opened by that user, including unrelated packaged projects. T ...
Running the "stat startfile" command in a 4.19 project causes constant editor hitching. Running the same command in a 4.18 project does not produce any hitching by comparison. ...
Running the stat GPU command causes the editor to hitch for a period of time. ...
Enabling bUseLoggingInShipping for a project prevents the project from being built for Shipping if the project includes replicated properties. This is only an issue with binary builds of the Engine. ...