The editor crashes when the user removes the replicated uproperty from a variable and tries to hot reload while a PIE session with two players is still active. This issue was found while trying to ...
If two custom classes are created in C++ (Class A & B) and a reference to Class A is created as a member of Class B and initialized in Class B's constructor, the editor will crash once a blueprint o ...
Printing the result of the 'Get Move Ignore Actors' node will crash the editor. The Licensee found the issue while exploring a workaround for this JIRA:https://jira.ol.epicgames.net/browse/UE-14734 ...
Dragging any cooked Actor-based Blueprint class asset into the level editor viewport will crash the editor when it has been configured to work with cooked assets. This is a regression that started ...
A licensee has reported that Custom Structs can cause a crash when using StompMalloc under certain situations. Regression?: No This occurs in 4.20 ...
The editor crashes changing from mesh paint mode to another mode if the user has changed the material of an "Add Static Mesh Component" or "Add Spline Mesh Component" in a BP and compiled while in m ...
Bulk compiling more than one Blueprint class asset without incurring a garbage collection pass in between each compile can result in a crash during reference replacement, as serialization may end up ...
If user connect a function that returns a Blendspace Asset to a Blendspace Player that BlendSpaceAsset settings are exposed to a pin, it crashes in the package. It does not occur if user do not con ...
Starting a SynthComponentToneGenerator crashes the editor with the following assert:Assertion failed: bSuccess [File:D:\build\++UE5\Sync\Engine\Source\Runtime\SignalProcessing\Private\AudioBufferDis ...
In Unreal Engine 5.6+, the new shader serialization logic in FShaderMapResourceCode::Serialize does not correctly handle cooked assets that are loaded back into the editor (e.g., from a mounted .pak ...