A crash is occurring on project load when attempting to use GetParentActor and cast that to a Parent class that contains a child actor component inside of that child actor component's blueprint. T ...
A crash occurs at FindChecked in the code below.if (PreparedServiceChanges->OwnerAccountId) { InternalPublicData->OwnerAccountId = *PreparedServiceChanges->OwnerAccountId; if (bDispatchNot ...
When deserializing a TMap<FString, FString> with the JsonStructDeserializer, the Engine crashes. ...
UK2Node_CallFunction::GeneratePinTooltipFromFunction relies a lot on loops that increment the index used to check the individual characters in the comments. The problem is that there are a few miss ...
I have attached a reproduction project with the above settings.[Link Removed] It crashes when packaged, launched and moved in-game. This issue seems to occur when there is an object in the Unbuilt ...
Shortcut will still led to create a new function in the macro library. and this makes engine crash with following callstack. Assertion failed: Blueprint->BlueprintType != BPTYPE_MacroLibrary [Link ...
Crash occurs when the user launches a project with a +75 bone skeletal mesh actor in their scene with the Compat.MAX_GPUSKIN_BONES=75 config change, and the default preview render is Shader Model 5. ...
Crash on switching to landscape/paint tab when using a landscape material that has a material function hooked onto the WorldPositionOffset. Working as expected in 4.21 CL# 4753647 Found in 4.22 CL ...
Currently the Dynamic Entry Box has no protection against recursion, leading to a stack overflow and a crash. This issue was reported and tested in 4.25 (CL-13144385). This was reproduced in 4.24.3 ...
Crash using Import Commandlet on FBX that gets "Bones are too small" error when imported manually Error from manual import: Warning The bone size is too small to create Physics Asset 'ButterflyVa ...