I traced through the callstack and it looks like the problem is as follows:in order for the BP function to compile, its enum parameter must be uint8, because that is the only type supported by BP fu ...
When launching a packaged game from the nDisplay Switchboard, the nDisplayConfig file fails to link the cameras to the viewports. Inside the log generated by the Switchboard an error is displayed th ...
User does not change anything in Client Play Camera Shake. Reproduced in 4.8 and Main (//depot/UE4/Promotable-CL-2581498). This is a Regression: it works as expected in 4.7.6 ...
User comments in crash group:Light exort crashSwarm agent crash.Building lighting 1496 #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) 1497 if (!Buffer) 1498 { 1499 ***** UE ...
This is a trending crash coming out of the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. Source Context296 // make sure the brushes are re ...
Nanite Skinned Meshes don't receive the correct Local Position in some shadow passes. This depends on the clipmap level, and is not related to VSM caching. Unreal Engine 5.6 shows the same issue, b ...
Attempting to use Rebuild / Clean fails to compile. VS output shown in callstack. ...
User complains of frequent crashes when using blueprints and has provided repro steps for one incident that tends to cause a crash. While we are not able to reproduce the issue here, the customer ha ...
Comment from user:In UE4 standard Mannequin, swapped between skeleton tab and animation tab (after having deleted a single animation) - and it crashed. ...
If a project that is set to Mobile/Tablet and Scalable 3D or 2D uses StartCameraFade() to produce a fade in effect, the effect will not play in PIE if the editor is closed/reopened. ...