 Unreal Engine Issues
Unreal Engine IssuesDuring async loading from an AsyncLoading thread, DecalComponent attempts to precache PSOs which can trigger a checkf in StrongObjectPtr.h which are only allowed to be created on a game thread. ...
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Sometimes manual recompile is required to make a blueprint actually recompile data-only changes, but not always. If the last manual compile was with default values, then changes are not updated. If ...
The licensee has traced the issue back to a divide by zero in UParticleModuleTypeDataBeam2::Update. If the Target and Source are the same then the beams magnitude will be zero. When there is a Nois ...
Here's a workaround void DestroyParticle(TGeometryParticleHandle<T, d>* Particle) { auto PBDRigid = Particle->CastToRigidParticle(); if(PBDRigid) { RemoveFromMapAndArray(PBDRigid, Ac ...
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I was working with a licensee on something unrelated, and ran into this niagara threading crash. It looks like UNiagaraDataInterfaceSpline::SampleSplinePositionByUnitDistance on one of the niagara h ...
Crash Reporter: [Link Removed] Opening a project created in 4.6.1 with 4.7 built from GitHub branch 20150203 (last commit: 5bac1375be31053932c7b9123cc3bb94c70dd5e0) results in crash. ...
If sublevels containing multiple reflection captures are loaded in consecutive ticks and the execution timing of UpdateMaxCubemaps on rendering thread is delayed, UpdateAllReflectionCaptures will be ...
This buffer overrun is probably caused by the ExportParticleDataToBlueprint module does not respecting the GPUAllocation Fixed Size setting in the module. In fact, out-of-range export data is not c ...