The variable emitting this ensure (RelativeWorldToDecalMatrix) is not actually used, so this line can be removed. FDeferredDecalPS::SetParameters ... const FLargeWorldRenderPosition AbsoluteOri ...
Crash when opening anim sequence and closing one viewport with two viewports open. No crash when one viewport is closed from one viewport open. ...
Looks a crash caused by an access violation when trying to export text from the property for the tooltip. Seems to be limited to arrays of user defined structs and the Widget Blueprint editor. ...
OnComponentWake Event does not trigger when the physical body is awoken by a Force. The steps described on Steps To Reproduce is enough to replicate this behavior. The OnComponentWake event is only ...
When double click splines point tangent, the editor will crash. This issue related to [Link Removed], it didn't care about double-click case. Workaround: void FEditorViewportClient::ProcessDoubl ...
A user has reported a failing ensure in FMRSWRecursiveAccessDetector::AcquireWriteAccess(), a race condition that has a small chance of happening when launching the editor. FLiveCodingModule::Start ...
A GameplayAbility that destroys its owning actor inside ActivateAbility() causes a crash, because actor destruction will modify the ability list but ActivateAbility() is called within an ABILITYLIST ...
User will hit an ensure first when pasting a copied custom event, and will crash after compiling. ...
FSoftObjectPathCustomization and SPropertyEditorAsset do not support multiple actor classes in the AllowedClasses list. The ObjectClass is only set in FSoftObjectPathCustomization if there is only ...
When using the "Replace Selected Actors with" feature in the editor, references to the replaced actor are not updated to reference the new actor (where valid). They will appear to be replaced until ...