This bug was originally entered back in 4.8 as [Link Removed], but was closed as by design. The reason was, the mesh did not have Lightmap UVs, so using the 'Light as If Static' option would not wor ...
This is a common and longstanding crash that has affected more than 300 users since 4.12. The callstack is closely similar to [Link Removed], although with different error messages. User Descripti ...
This is a longstanding crash that occurs with low frequency per release, but has affected 400 users since the 4.11 release. Unfortunately among all of them, only one has provided any description. ...
The reported behavior repros in 4.20 and 4.21, but does not repro in 4.19. Regarding the "Literal Enum" node in blueprints: When an input enum value is connected to the input pin, the output is al ...
Separating [Link Removed] into Nvidia and AMD tickets.This ticket will house Nvidia information Exported data on 5/14/2019 with following Query:1 Month Time FrameMajorVersion is 4.22.1Callstack Con ...
This is a somewhat common crash affecting users in 4.17. Users have not provided any descriptions of their actions when the crash occurred. Source Context 606 void UEdGraphPin::AddStructRe ...
Current HttpChunkInstaller consider version data of manifest.But it does not consider the manifest file update. So, if user update the manifest file, HttpChunkInstaller ignores it. If changing the V ...
The HLOD system gets stuck in a infinite loop when building. Comment from the user: ++I've tracked it down to this code: const AActor* UHLODProxy::FindFirstActor(const ALODActor* LODActor) { a ...
When editing a GameplayTagQuery inside of the editor, there are times when the query editor will not update the query when selecting Ok or fail to return the query to its original state before editi ...
This is a common and longstanding crash that has occurred since at least the 4.15 release and has affected more than 200 users. User Descriptionsafter opening a projectwas just trying to start a pr ...