[CrashReport] UE4Editor_D3D11RHI!VerifyD3D11CreateTextureResult() [d3d11util.cpp:276]

Rendering - Mar 30, 2017

This crash seems to be related to or a continuation of UE-22659, where that specific CrashGroup stopped receiving new crashes after the 4.10 release. This one has occurred from 4.13 - 4.15 (so far) ...

Event Dispatchers do not update references when renamed

Gameplay - Blueprint - Feb 23, 2016

Event Dispatchers do not update event references when renamed if the green "+" is used to add the event in the Details Pane of an actor component. Note: Event Dispatchers appear to rename normally ...

Relative Rotation of Component Fluctuates When Setting Relative Location

Gameplay - Jun 14, 2017

When attaching a component to a camera in the Character, setting its relative location is causing the relative rotation to fluctuate by 2-4 degrees depending on the rotation of the camera component. ...

[CrashReport] UE4Editor_Engine!ULevel::GetWorldSettings() [level.cpp:1643]

Gameplay - Aug 21, 2017

This is a common and longstanding crash that has occurred since at least 4.12. User descriptions cover a variety of actions. User DescriptionsCompiling a playerblueprint with firing logic and advan ...

Crash when changing the World Grid Material to Unlit

Rendering - Mar 13, 2017

A crash occurs when setting the WorldGridMaterial from the Engine Content to the Unlit Shading Model and pressing apply. ...

DBuffer Decals Don't Display Correctly As A Decal Component In Blueprint Actor

Rendering - Mar 20, 2017

Dbuffer Decal materials don't render correctly when applied to a decal component in a blueprint. You can compare it to the decal actor and see that they aren't visually the same despite having the s ...

Standalone window goes behind other windows when using a combination of Set fullscreen mode and Apply Resolution settings

Tools - Mar 20, 2017

Standalone window goes behind other windows when using a combination of Set fullscreen mode and Apply Resolution settings ...

Wait for shader compilation to finish before rendering burn outs

Sequencer - Jun 23, 2017

We need to wait for shaders to compile before starting a level sequence capture. POssible other scenarios where this may be needed are: When levels are streamed in When content is made visible for ...

Unable to edit default values of TMap struct variable stored in an inherited component from the full blueprint editor

Gameplay - Blueprint Editor - Jun 29, 2017

When you have a struct variable that is part of a TMap which is stored in an inherited component, the struct is not editable in the full blueprint editor. It is editable in the data only blueprint e ...

[CrashReport] Ensure condition failed: ToPin->LinkedTo.Contains(this)

Gameplay - Blueprint - Oct 2, 2017

This is a frequent and longstanding Ensure that has occurred for more than 500 users since at least the 4.13 release. Additionally, there do seem to be a few crashes with this callstack mixed among ...