Adding assets to a project on a drive that is full still creates the file at the desired location instead of in a temporary location and provides no information as to why the asset is failing to loa ...
The editor crashes when attempting to make a change to the units located in Edit->Project Settings->Editor->Appearance. The crash occurs as soon as one of the dropdowns is clicked. This is a regr ...
This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Error message: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 833] ...
The URL parser encodes the input path to a URL-encoded path even if it is local, so if the path contains unicode characters (such as Japanese Kanji ), the media file cannot be read. Following worka ...
When UPrimitiveComponent::CreateDynamicMaterialInstance is called on a skinned mesh, and the input material is invalid, we call USkinnedMeshComponent::GetMaterial to get the base material on the exi ...
There is a crash that is occurring for packaged games that use the string tables and nativized blueprints. This issue only affects a packaged build of the game. Testing for this issue did not yield ...
If a client hitches while a server performs a seamless travel, the client will get multiple lines of logspam of these warnings:Warning: UActorChannel::ProcessBunch: SerializeNewActor failed to find/ ...
HZB Setup Mips in the GPU Visualizer seems to be taking considerable ms in 4.12 and 4.13 compared to 4.11.2. This seems to mostly affect editor/PIE GPU Visualization but looks like it should when ...
We're aiming to set up LT - action 1, RT - action 2, LT + RT - action 3 here. I don't think this is supported via chording at present. You'd need to handle it manually (probably via adding/removing ...
from licensee:"Expected behavior: The LOD selected to be edited should be saved correctly, allowing different remesh results to be saved as different LODs of the same mesh, _i.e. remesh with 1 cm t ...