When setting up a scene with a persistent level and any sublevel that contains a landscape that is loaded via load stream level node in the level BP can cause the ILC to not be correctly assigned fo ...
The MiningBuilding Blueprint in this user's project will not compile. Clicking the compile button never switches it to "Good to Go", and a warning that it needs to be compiled appears at PIE. Repro ...
This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Assertion failed: GEditor->GetSele ...
When the gameplay framework component manager creates components as part of CreateComponentOnInstance, it passes in the requested class name as the literal name of the component instead of using the ...
In Unreal 5.6, there's a new CVar: r.DOF.TAA.CoCBilateralFilterStrength, which should help with ghosting artifacts introduced by TAA in DOF passes. However, it doesn't work as expected since many gh ...
Crash Importing Skeletal Mesh LODs with a lot of morph targets Error message: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 785] Array index out of bounds: 2 from an ar ...
This is a report about three different issues that are tightly related to each other, so I decided to include them in a single report. The behavior of actors spawned by a Level Sequence Player is no ...
The rules by which chunks are created are ambiguous and currently do not ensure that both PakFileRules and PrimaryAssetLabel settings are reflected. In this sample, depending on the PrimaryAssetLabe ...
Error message: Access violation - code c0000005 (first/second chance not available) Source Context: 336 337 if (bHasRotationKeys) 338 { 339 TSharedRef<FStru ...
Hi, We are trying to use Mutable plugin to avoid clipping using the RemoveMeshNode with data from DataTables. However we are having trouble with the most basic example of our idea. We have a Data ...