The end of the level visibility section places a DeterminismFence. This causes the issue. The fence clips the frame range and produces a discontinuous frame ranges, e.g. 23201~24000, then 24001~24 ...
A crash occurs when diffing a blueprint that contains an array that has changed from an Object Reference to a Soft Object Reference. Note: I figured that this could be related to another bug that I ...
This is a common and longstanding crash that has occurred since at least 4.15. Originally this was being tracked under [Link Removed] due to sharing the same callstack, but that had specific repro ...
This is a trending crash coming out of 4.18.0. The issue appears similar to [Link Removed], which was just fixed in 4.18. User DescriptionsProject was just imported from UE 4.17.2 , opened a bluep ...
Welding components uses precomputed weights for to determine center of mass for the actor. This can cause problems when users want to specify custom weights for certain components. ...
[Line 1585] d:\build++ue4+release-4.14+compile\sync\engine\plugins\runtime\googlevr\googlevrhmd\source\googlevrhmd\private\googlevrhmdrender.cpp(42) : warning C6386: Buffer overrun while ...
When removing instances from an ISMC, indices / indexes returned from AddInstance will be invalidated. This can cause issues for users that want to do custom management of instances. Using something ...
Switching the Blueprint Nativization mode to inclusive along with un-checking Event Driven Loader will result in an error when trying to package the project. ...
Streaming a level back in before it finishes streaming out behaves undesirably. When a level is streamed out the actors/components in the level are incrementally unregistered over multiple frames. ...
GPUScene primitive validation is currently busted and asserts. It looks like there are two problems: 1) NaN's in the entries can cause comparison issues, so a MemCmp would be better. 2) There's a ...