In packaged projects will crash when an animation blueprint that is nativized loads into a new level. The anim blueprint needs to use the PoseSnapshot node with a FName variable passed before loadin ...
Crash rendering image sequence if the Sub-Level containing the matinee is not loaded. This seems to go away if the level is either set to "Always Loaded". Seems to be a result of people not switch ...
The "Find" node can cause a crash if the a map with a struct value changes type while connected, is disconnected and reconnected. Compilation fails and crashes the engine. Found in 4.23.1 CL#963142 ...
Editor crashes with 2 or more Clients when spawning a Blueprint created from a Static Mesh using the Blueprint/Add Script button. Blueprints created from Static Meshes using other methods do not cau ...
A licensee requested this ticket be entered as a bug report. The pivot vertex snapping functionality has changed and no longer functions as it did in prior versions of the engine. Somewhere the key ...
Cannot change Collision Response channel once component is custom selected from scene. This is only an issue if the component is selected by first selecting the actor in the world (scene), then sele ...
DESCRIPTION: Adjusting a DMs scale via blueprints will cause issues for the collision of the DM once it has been scaled up or down. Scaling down by half or up by a value of 2 or 3 is easier to see t ...
5.6[Image Removed] 5.5[Image Removed][Link Removed] ...
Error message: Stack overflow - code c00000fd (first/second chance not available) Source Context: 687 if (SyncGroup != NAME_None) 688 { 689 CollectMarkers(); 690 ...
When a TInstancedStruct contains a UObject marked with EditInlineNew and DefaultToInstanced, the reference is lost after compiling the Blueprint but only when the struct is part of a native Actor cl ...