[CrashReport] UE4Editor_ClothingSystemRuntime!FClothingSimulationNv::GetBounds() [clothingsimulationnv.cpp:730]

UE - Simulation - Physics - Character - Jul 17, 2017

This is a common crash occurring for users in 4.16 and the 4.17 Preview. Additional information is not currently available. User Descriptionsjust shut down dont know why Source Context 807 ...

Access none after making changes to a blueprint that is referenced in the level blueprint

UE - Gameplay - Blueprint - Jul 19, 2017

References for an actor blueprint appears to becomes invalid in the level blueprint when making changes to the actor's blueprint. This leads to an access none error. It seems that the actor referenc ...

Crash on play if a BP uses a ClearInstances node followed by an AddInstance node

UE - Graphics Features - Jul 21, 2017

Crash on play if a BP manipulates a InstancedStaticMeshComponent by using a ClearInstances node followed by an AddInstance node. This is a blocker for the licensee. This is a regression: Working ...

Crossfade sharing doesn't allow more than one shared transition

OLD - Anim - Apr 29, 2016

Looking at the propagate function:void UAnimStateTransitionNode::PropagateCrossfadeSettings() { UEdGraph* CurrentGraph = GetGraph(); for (int32 idx = 0; idx < CurrentGraph->Nodes.Num(); idx++) ...

DrawDebugSphere & DrawDebugAltCone deref nullptr if used in constructors

UE - Graphics Features - May 2, 2016

\Engine\Source\Runtime\Engine\Private\DrawDebugHelpers.cpp DrawDebugSphere and DrawDebugAltCone both try to dereference variable 'LineBatcher' without checking for null, as the other DrawDebug func ...

Function call inputs do not revert to their Default Values if a variable node is connected and then disconnected

UE - Gameplay - Blueprint - Aug 3, 2015

Function call inputs do not revert to their Default Values if a variable node is connected and then disconnected. Refreshing the call node does not reset the inputs to their defaults. Reproduced in ...

GPUFree is called on allocations not made with GPUMalloc

UE - Platform - Console - Aug 30, 2016

GPUFree is sometimes called on allocations not made with GPUMalloc. Later this will cause GPURealloc to be called with invalid values and cause a crash. This can occur with vertex buffers. ...

ComponentVelocity is not set for attached objects moved by Sequencer

UE - Anim - Sequencer - Sep 22, 2016

A licensee has reported that actors moved by sequencer will not update their ComponentVelocity. This is inconsistent with Matinee, where we update ComponentVelocity in UInterpTrackMove::UpdateTrack. ...

Removing BlueprintReadWrite from a UPROPERTY declaration doesn't make existing nodes invalid

UE - Gameplay - Blueprint Compiler - Sep 11, 2015

Blueprint nodes that exist as a result of the UPROPERTY() macro don't get disabled once the "BlueprintReadWrite" or "BlueprintReadOnly" is removed as a parameter in the UPROPERTY() macro. The nodes ...

Changing Blueprint Interface's Const Status Doesn't Update Blueprints its Already Implemented In

UE - Gameplay - Blueprint - Nov 8, 2016

Implementing an interface that contains const functions and later attempting to change these functions to be non-const does not update the status of the functions inside of the actor they are implem ...