`check(Samples.Pop());` this kind of `Pop()` inside of a `check()` is in a few places in MediaSampleQueue.h and MediaSamples.cpp but `check()` expands to nothing in Shipping/Test, so, required work ...
Multigates only fire the first output when inside a function. The same setup in the Event Graph will function as intended. Reproduced in 4.7.4 binary and Main (//depot/UE4/Promotable-CL-2498147) ...
Printing the result of the 'Get Move Ignore Actors' node will crash the editor. The Licensee found the issue while exploring a workaround for this JIRA:https://jira.ol.epicgames.net/browse/UE-14734 ...
UWheeledVehicleComponent calculates the Suspension settings only when the physics state is first created. When CoM is set through the editor, the vehicle is constructed with the appropriate offset ...
A licensee is reporting a crash (or rather a check fail) in Sceneview.cpp which happens with when a SceneCapture2D is used with DLSS enabled. He has a fix, and wants to share it with us for integrat ...
When opening a DM selecting any chunk, even the unfractured mesh, closing the chunk parameters tab and reopening the DM will result in a crash. If that DM is opened and clicked in the viewport it ...
Creating an event dispatcher and BlueprintImplementableEvent function with the same names causes a signature conflict inside the blueprint. The event dispatcher is then broken as it cannot be delet ...
When attempting to package this project for a mobile device, the build with fail. I tested in main and 4.7 release and the build will always fail. Project: [Link Removed] Users log: https://ans ...
When looking into the bd_hud_scoring and bd_rules_maze blueprints in the users project (Provided below), there are nodes that are throwing errors. If you press compile, the errors go away and the co ...
Launching the editor with the "-d3ddebug" command line option and then enabling the "LOD Coloration" view mode (under "Lit") results in the following D3D warning: D3D11 WARNING: ID3D11DeviceContext ...