User reports hitting an assertion due to invalid FTickTaskManager state when game is attempting to unregister a tick function that was previously disabled dynamically. Failed assertion is in FTickT ...
Project crashes if user presses compile or PIE unless they first disconnect and reconnect event tick within blueprint component BP_BuildStage. Frequency: 4/4 CrashReporter: [Link Removed] ...
When setting the console command r.shadow.MaxResolution to a value of 1 will cause a crash. CrashReporter: [Link Removed] ...
When renaming the AnimGraph in an Animation Blueprint, the editor crashes after you hit enter. [Link Removed] [Link Removed] Occurs in: 4.7.5 Release CL:2503383 4.8 Main CL:2513846 ...
The current version of the oculus audio SDK fails to initialize for some clients. We haven't been able to reproduce the problem internally but we're told from Oculus that updating the SDK will fix t ...
Forgetting to add the "virtual" in engine code implementations of these _Implementation functions makes them not overridable by users. UHT should catch this and emit a warning/error. For instance t ...
Building 4.10 from the GitHub release branch on Linux fails to open after install and instead crashes Community Suggested Fix: Switching triangle order optimization off with r.TriangleOrderOptimiza ...
It appears that particle components don't update their bounds correctly when they are moved in a scene. If a particle emitter isn't currently visible at the start of the game it will remain culled. ...
Reimporting an asset after making changes causes loss of saved LOD changes when editing a static mesh. Similar issue was logged and fixed for SkeletalMeshes but this issue is still occurring for ...
UObjectBaseUtility::GetInterfaceAddress() fails due to an incorrect serialized value of the 'bImplementedByK2' property within the non-nativized class's Interfaces array on save. See support thread ...