Behavior Tree Decorators are not aborting when observer aborts is set in the Behavior Tree. Setting Observer Aborts inside of the Decorator blueprint causes it to work as expected. Found in 4.12.2. ...
This report was logged due to a high volume of submitted crash reports. It occurs when opening a level where a deleted mesh as being used as foliage. This is a regression. The crash does not occu ...
Components stop reporting overlap after a certain amount of actors are attached Warning Trying to simulate physics on ''/Game/UEDPIE_0_Level1.Level1:PersistentLevel.Cube7.StaticMeshComponent0'' but ...
This is a common crash affecting users in 4.16.2. It is similar to [Link Removed], which was potentially fixed in 4.16.2. Users have not provided any additional information. Source Context 803 ...
From reporting UDN: "We had a weird issue with new components added in C++ not being instanced properly on non-direct Blueprint children. It seems to happen if loading of the parent BP is deferred ...
Context One File Per Actor (OFPA) reduces overlap between users by saving data for instances of Actors in external files, removing the need to save the main Level file when making changes to its Act ...
When using Drad and Drop UMG with iOS via the information provide in the forum thread, the project will crash on the device it is deployed to when dragging the UMG ...
Error message: Assertion failed: PlayWorld == NULL [Link Removed] [Line: 854] Source Context:842 void UEditorEngine::BroadcastObjectReimported(UObject* InObject) 843 { 844 ...
When a user creates a blueprint node of their own that is used to spawn a user created object, the project becomes unable to be saved after the blueprint is put into use. ...
A user reported that UEnum::NumEnums appears to be returning one more than the actual number of elements in the enum. ...