Using OnRep_StaticMesh() in code or using the Set Static Mesh node does not replicate across server/client in game. ...
This is a common crash affecting users since at least the 4.14 release. It was previously associated with [Link Removed], however that has been marked as fixed. Source Context 221 void Veri ...
Crash when changing maps with sequencers new event director. Confirmed in 4.22 MAIN at CL 4553454 ...
Having Child Actor Components that are set in code can cause data loss upon compiling the blueprint. In this particular scenario, there are two custom Actor classes involved, MainActor and SubActo ...
The cause was that the information remained in Rows Disabled of Track even though it returned to one Track by the delete operation from the state where there was a child Track of multiple rows. As ...
This is a trending crash coming out of the 4.17.0 release. The same callstack also occurred during the 4.11 release, but otherwise hasn't had an occurrence until now. Users have not provided any de ...
This has occurred so far using ES31 with Launch On to Android. It didn't occur with ES2 or Vulkan.Error: === Critical error: === Error: Error: Fatal error: [File:D:\Streams\Fortnite_Staging\Engin ...
When you package a project via the editor, it updates the ProjectPackagingSettings to set the StagingDirectory to the specific one chosen by the user. However, it saves this path as an absolute path ...
When using HasNativeMake or HasNativeBreak, UK2Node_CallFunction is used instead of K2Node_BreakStruct, but UK2Node_CallFunction does not consider the property DisplayName. Collecting the propertie ...
An occasional ensure is thrown when opening Camera Anim assets. Generally, the issue occurs when opening the asset for a second time, but the repro rate is low, around 1/5. ...