If the GeometryCollectionActor (GCA) is simulating physics, calling SetSimulatePhysics(false) does not stop the simulation. If the simulation is paused, calling SetSimulatePhysics(true) does as expe ...
Calling ConditionalBeginDestroy on an ActorComponent (instead of DestroyComponent) can lead to a crash due to the object not being correctly unregistered. BeginDestroy doesn't unregister tick funct ...
In some situation, Slate tries to secure incredible amount size data and run out of memory. This happens a cell having very long and complex serialized text appears on the editor and it is placed to ...
Generated from CrashReporter Logs can be obtained via Crash Reporter ...
As per the title, a cosmetic anim node should not be crashing an entire game. At worst these should be ensures. Its experimental, but its important they're removed before the experimental flag is re ...
The user has added a property to material expressions input node that has a complex expression in its "EditCondition" which isn't supported and results in a crash. Investigate adding support to thi ...
This is a regression. Tested in //UE5/Release-5.1 CL23901901 When a geometry collection is destroyed by an On Hit event the editor becomes unresponsive and never recovers. No crash is generated. ...
An FBX exported from 3DEXCITE DELTAGEN fails to parse correctly in the latest FBX SDK and crashes the UE importer. This FBX is automatically repaired when loaded into Maya (citing "polygons with ov ...
We reset BoneTransformUpdateMethodQueue in USkinnedMeshComponent::CreateRenderState_Concurrent and USkinnedMeshComponent::SendRenderDynamicData_Concurrent but these code paths are never called in se ...
In a commandlet, when FScopedEditorWorld exits, it leaves references behind and prevents garbage collection of the PersistentLevel and non-spatial actors. This leads to an issue when a second FScop ...