When using the Property Access node on Animation Blueprints to gain performance by better exploring parallel processing, it is possible that the underlying accessed property or any intermediate accessor functions get renamed in the Editor. This correctly results in the Property Access node being marked with a warning, and sometimes with an actual compilation error when more than one part of the path to the property gets renamed. However, in some situations, this might trigger a crash, seemingly by attempting to access an already-destroyed object. This behavior might involve multithreading, which might make it more complex to diagnose and resolve, but it is consistently reproducible on the Lyra Starter Game project in UE 5.3.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Teleporter in the Creative Hub is Locked and cannot be accessed
Is it correct to delete the uobject element of array?
How does TextureRenderTarget2D get TArray<uint8> type data?
How can i modify the param name in EQS node
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-204823 in the post.
0 |
Component | UE - Anim - Runtime |
---|---|
Affects Versions | 5.3.2 |
Target Fix | 5.4 |
Created | Jan 24, 2024 |
---|---|
Resolved | Feb 7, 2024 |
Updated | Feb 23, 2024 |