Using a struct containing an instanced object property as the value for a TMap results in a crash if a Blueprint of the class containing the TMap is subclassed and the child Blueprint is opened the ...
Editable text crashes the project on Android devices. This does not happen on iOS or Windows. ...
When a user loads into a level that spawns replicated actors using manually placed blueprints twice using ServerTravel with Seamless Travel enabled it will crash. It looks like the engine can't find ...
Suggested fix is to relocate the Super::PreExit() call to the end of UGameEngine::PreExit() so that level streaming can be safely flushed before the MID cache is cleaned up. ...
Using r.Shaders.Optimize=0 with native metal libs results in a crash of the packaged build at runtime. Workarounds is to either not use native metal libs for text shaders or in MetalShaders.cpp co ...
If a device has no available input or output devices, activating an Audio Capture component will cause the device to crash. Occurs in Editor and Runtime. Assertion failed: NumTotalFrames > 0 [File:E ...
While on a Linux OS, the editor immediately crashes if the Hydro Erosion tool is used on a landscape. ...
When altering "Coordinate Light Map Index" in a static mesh when "Generate Lightmap UVs" is enabled in LOD 0 the engine will crash or "Coordinate Light Map Index" will be set to 0. A demonstration ...
If you have a sub level with "Initially Loaded" set to true and "Initially Visible" set to false it will crash after exiting PIE. This issue was reported and tested in 4.20.1 (CL-4233996). It has ...