Starting in Unreal Engine 5.4, StaticDuplicateObject internally switched to using Unversioned Property Serialization (UPS) for performance reasons. However, UPS assumes the source and destination ob ...
If code in an Actor Component class is changed (eg. a new UPROPERTY is added) and a hot reload is performed to implement the changes, the properties in the component can become linked across any Blu ...
UAbilitySystemComponent::DestroyActiveState() is called when the component is unregistered (OnUnregister) and when its destroyed (OnComponentDestroyed). It performs state cleanup such as canceling a ...
On welding physics bodies during primitive component attachment, UPrimitiveComponent::WeldToImplementation() calls GetRootWelded() and then GetBodyInstance() on the returned root. This searches by b ...
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 ...
Workaround 1: 1. Change HierarchicalInstancedStaticMesh.cpp in either of the following ways:void{{ FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, c ...
Overview: Function at fault: FSocketSteam::RecvFrom (https://github.com/EpicGames/UnrealEngine/blob/c3caf7b6bf12ae4c8e09b606f10a09776b4d1f38/Engine/Plugins/Online/OnlineSubsystemSteam/Source/Private/ ...
When renaming or duplicating a LevelVariantSets asset that contains a Director Blueprint, the internal DirectorClass reference becomes mismatched. Although the DirectorBlueprint pointer updates corr ...
Other than the presence of the error and the performance cost of looking for a package on disk that does not exist, there are no behavioral problems. When running with legacy (non-iostore) pakfiles ...
This is an early trending Mac crash in 4.18. Users have not provided any descriptions of their actions when the crash occurred. Callstack from LogLogAssetRegistry: Asset discovery search completed ...