This is a common and longstanding crash that has occurred since at least 4.9. The issue appears to be due to missing ShaderCompileWorker.exe in binaries, but many of these crashes occur in the vani ...
The UStaticMeshComponent.PreviousLODLevel variable always returns 0 no matter what the last LOD actually was. Regression?: No This also occurred in 4.16 ...
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 ...
When a breakpoint is hit in a BT Task Blueprint, execution will not be resumed if you attempt to do so from the Behavior Tree that is running the BT Task. This will cause a crash if executed in the ...
This is a common crash that has occurred since at least 4.16. The callstack is nearly identical to UE-48997, which appears to be fixed in 4.18; and UE-51783, which has not. The difference is that t ...
This is a common engine crash that has occurred since at least 4.16. Users have not provided any useful descriptions of their actions when the crash occurred. The callstack shares some similaritie ...
With a Bokeh DOF setup that essentially places the Near Transition Region into a Negative Space (or non-existence) the FPS drops dramatically from out of focus region to in focus region. In Focal R ...
After creating a new level from the levels tab, the temp folder shows back up in the content browser, when it shouldn't. ...
If an interface is implemented within a blueprint, the initial function in the blueprint interface cannot be called in the actor. The function will be populated after compiling the blueprint interfa ...
Tessellated objects when viewed from afar flicker. When spawned into QA-Materials the player is the perfect distance away from the tessellated object for the cube to flicker. Found in both Binary 4 ...