Attempting to call LoadAssetDataFromPath with the path set to the default save location (/Saved/SaveGames) ...
Performing a hot reload in the Editor after adding a custom UserDefinedEnum C++ class to a project results in a crash. A normal compile in Visual Studio will complete successfully. ...
Values stored inside variables becomes corrupted after creating an FBufferArchive variable (FBufferVar), setting FBufferVar.ArForceByteSwapping = true; and then storing the original value in FBuffer ...
When spawning a pawn that has a PawnMovementComponent attached and destroying the pawn, if a pawn with the same name is re-created it will be missing the PawnMovementComponent. ...
Attempting to compile anything in the editor (blueprint, widget, level bp, etc) will cause the editor to crash. Project Link: [Link Removed] Crash Reporter: [Link Removed] Note This has only been ...
Licensee reported behavior of configuration file hierarchy is different form document here (https://docs.unrealengine.com/latest/INT/Programming/Basics/ConfigurationFiles/index.html) Doc: 1. Engine ...
Crash Reporter does not get packaged with development build projects when they have "Include Crash Reporter" set to true in packaging options. ...
A memory leak seems to occur when switching between levels multiple times. This is being monitored by memreport full ...
Possibly some sort of issue related to SetDefaultSubobjectClass() rather than UMovementComponent specifically. I was able to reproduce in 4.10 release branch and in //UE4/Main with the test project ...
When opening the editor the memory usage jumps during PIE. After exiting PIE the memory use does not go back down. ...