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 ...
“FX.TestGPUSort” fails on both PC Editor and Android with Vulkan RHI. ...
Crashes when playing Niagara particles with the following conditions enabled. It crashes only when stompmalloc is enabled, not when disabled. Enable Ray tracingEnable Compress Attributes in System P ...
Reference UDN as it explains well the cause of the issue. ...
FVolumetricRenderTargetViewStateData structure for the orthographic view is not initialized and the structure has some uninitialized member variables. If uninitialized FVolumetricRenderTargetViewSta ...
A crash occurs when breaking a level instance contained in a data layer. This does not occur in 5.0.3, however the behaviors of Data Layers are different in 5.1 where the Data Layer asset is added ...
Pass by reference variables do not work when called from a blueprint interface between two blueprints. Workaround: Use direct communication to pass by reference between two blueprints. ...