This is a Mac commandlet crash that is experienced by a few external users. ...
Running a packaged UE4 game with app-local dependencies on a clean Windows machine will fail due to missing XInput DLLs. These components are not distributed with Windows by default any more. We sho ...
Adding DesktopPlatform to the PublicDependencyModuleNames.AddRange() section of the Project.Build.cs file causes the project to fail packaging with the following error (full package logs in callstac ...
A packaged project will crash if a TMap that uses an enum as the key is accessed. This was also tested by launching the same project onto an Android device, which showed the same results. ...
Packaging fails with Event Driven loader enabled and two function libraries reference each other even though the functions referenced in each library to NOT call each other in such a way as to creat ...
Assert crashes Editor in the GC system during packaging due to USoundWave assets not being configured for GC clustering. Disabling GC clustering in project settings is a workaround, but the fix is ...
The WITH_EDITORONLY_DATA preprocessor definition is not included in the list of definitions for a new project, or the UE4 solution. ...
Using a struct containing an instanced object property as the value for a TMap results in a crash if a Blueprint of the class containing the TMap is subclassed and the child Blueprint is opened the ...
The assert message in CheckAddress is as follows:"Attempting to add a container element (%p) which already comes from the container (%p, ArrayMax: %d, ArrayNum: %d, SizeofElement: %d)!" This assert ...
Attempting to use a post increment operator in a TMap or TSet iterator will fail to compile with error shown in callstack field. This is due to the post-increment operator not being overridden in M ...