This is a regular and longstanding crash that has occurred since at least the 4.14 release. The majority of the crashes occur on non-vanilla builds, although there have been a few vanilla crashes. ...
The order of world and game instance initialization is different between a true standalone game (cooked game or an editor build with -game) and a Play In Editor game. Specifically, in Play in Editor ...
The Remove-On-Break (ROB) feature, set on Fracture Mode on Geometry Collections (GC), was supposed to make the particle shrink until it vanishes. When the GC goes to sleep the shrinking stops and sh ...
Using a FormatText node with Specifier in the same graph as an empty Macro will freeze the editor. Not using the Specifier or deleting the unused Marco will allow the BP to compile fine. **Only rep ...
See CL 6473818. Remote compiling on a Mac is triggering a NullReferenceException for me, making me unable to build. I was able to delete the crashing lines locally to work around it for now.line 91 ...
Request for an Actor Components Blutility 'Call In Editor' events to be accessible from derived class. It would also be expected to see the Blutility dropdown selection and Run button in the actors ...
Right now, plugins installed to the game directory will only load plugin-specific config files with the path /Project/Plugins/PluginPath/Config/*Default*PluginName.ini. However, engine plugins will ...
Crash occurs when removing the native root component from code and then attempting to reopen a Blueprint Class asset that was based on the native parent class. Seems like maybe the 'AttachParent' f ...
This is a common and longstanding crash that has occurred since at least 4.15 and affected nearly 500 users. The CrashGroup was previously linked to [Link Removed], but that had specific repro step ...
This is a trending crash coming out of 4.18, and may be a regression. Users have not provided any descriptions of their actions when the crash occurred. Source Context 57 const TArray<FVec ...