There's an issue when assigning a bitfield bool to a native bool in Blueprints. Currently, the engine erroneously treats the memory for a local bool as a uint8 bitfield, which is undefined behavior. ...
This is a trending crash coming out of the 4.17.0 release. Users have not provided any descriptions of their actions when the crash occurred, however the callstack is very similar to [Link Removed] ...
User comment in crash group:Wanted to delete a single field of my landscape wich is very big. Same error appears if I try to get a part of the landscape to another streaming level. Would be cool if ...
Find the root cause and fix it. Potential issue based on logs:New RequestA is created in PrecachePSOs and its collection task is dispatched and finishedRequestA is waiting for compilation taskReque ...
Shader compile error in function PositionOnlyMain() in ShadowDepthVertexShader.usf if defined INTERPOLATE_POSITION. LogShaderCompilers:Warning: 1 Shader compiler errors compiling WorldGridMaterial ...
This is a regression from 4.27. This is happening because of the change to typed elements. UEditorEngine::PostUndo, when combined with the typed element changes causes the selection set to reorder ...
User reports: I've noticed a bug with PlayMontageAndWait There are 4 possible triggers when a Montage completes:OnCompletedOnBlendOutOnInterruptedOnCancelled Once OnBlendout has been triggere ...
As one clicks on the enum fields trying to form an input, the log is written with a variation of the following: [2025.02.14-17.42.38:940][521]LogNiagaraEditor: Error: Error getting default value fo ...
From an EPS case: --------------------------------- We're seeing a recurring issue where child BP actors are becoming orphaned during any processing that uses UWorldPartitionBuilder. It affects ...
If a call is made to the blueprint node Wait Delay the editor will immediately close during PIE when the call is made without the crash reporter appearing. The "Wait Delay" node only exists on Linu ...