The crash can be worked around by modifying FFoliageISMActor::Serialize as following code : void FFoliageISMActor::Serialize(FArchive& Ar) { #if WITH_EDITORONLY_DATA if (!Ar.IsCooking()) // ...
A user reported that UToolMenus::GenerateWidget will crash if UToolMenus::AddReferencedObject is called during the construction of a menu. Using the above in-code repro steps, I can repro this in a ...
When a GameplayEffect (GE) grants an GameplayAbility (GA) via an AbilitiesGameplayEffectComponent on the GE, that ability will not be correctly removed if that GE is added and removed within an Abil ...
This comes from a UDN report. [Link Removed] When launching the editor with -game, if a material contains a null expression (for instance because that material expression has been removed), the bin ...
When validating a changelist, unrelated errors to the changelist can appear. Here's an example of running the validation on a cl named "temp cl" which just contains a single actor "Cylinder". The A ...
Can be worked around with always keeping a viewport opened. https://udn.unrealengine.com/s/question/0D5QP000002Hfdh0AC [Link Removed] ...
If an attempt to spawn an actor is made before the Level Editor Viewport is fully initialized (i.e. before it has had a chance to get rendered at least once), and that actor has no specific Factory ...
In the Level Editor's "File" menu, there is a "Favorite Levels" list, which is persisted in the config file "EditorPerProjectUserSettings.ini" under section "[FavoriteFiles]". Manually editing this ...
The package that contains the PCGGrapch is dirtied on load (UPackage::SetDirtyFlag) which triggers a resave operation. I traced it back to the following callstack: UnrealEditor-CoreUObject.dll!UPac ...