This is a common crash in the 4.18 release. It is the exact same callstack (and crashGroup) as in [Link Removed], although that Jira had specific repro steps and was confirmed fixed in 4.18.0. The ...
An Answerhub user reported this issue where having force applied in different methods and situations results in different results only when rotation is also being applied. The example project contai ...
In ShooterGame, when a Listen Server fires its weapon, the burst effect will not be replicated reliably to the client(s). Adding logging to OnRep_BurstCounter in ShooterWeapon.cpp will show that t ...
This is an infrequent but longstanding Mac crash that has occurred since at least UE 4.15. User DescriptionsTried to look at LOD Coloration Callstack from Log[2017.11.15-20.09.54:885][537]TextureS ...
This is an infrequent but longstanding crash that has occurred since at least UE 4.12. User DescriptionsTrying to paint a landscape texture on a seemingly bugged out sector, which was stuck with th ...
Report of a crash happening during Blueprint nativization with a specific project, appears to be related to an inherited component template. Unable to repro in a new project. Callstack is noted. ...
Monitor Directories feature in the editor preferences does not auto import or re-import from network locations. There is no issue if the location of the folder is local. This issue does not appear t ...
The implementations of FSimpleAbstractSocket used by the network file server do not handle a partial send call on the socket. If a partial send occurs and there is no socket error, it should loop a ...
In the UHT boilerplate that's generated for the FGUseableInterface type, there is a pure virtual declaration that's emitted for the BlueprintNativeEvent's required _Implementation() method: #define ...
There is an issue with Actor Variable References that become settable when in type array in the Level blueprint. Once in the array, the actor can be successfully addressed, however using the Save Cu ...