I understand that this is not something you're intended to be able to do (Montages aren't used this way), but we should bar the user from inserting a montage into this variable slot. Crash occurs w ...
NOTE: This issue is similar to (same callstack) as [Link Removed], however this issue is still occurring in 4.15.0. Error Message: Access violation - code c0000005 (first/second chance not availab ...
Using a Macro to access a variable from another Actor causes a crash in Standalone. This does not seem to affect any other preview in editor, nor packaged games. Reproduced in 4.7.6, 4.8 Preview 4, ...
Method FNiagaraScalabilityManager::ProcessSignificance() iterates on indices from Context.SignificanceIndices and uses them to access the State and ManagedComponents arrays. It can then decide to cr ...
The Take Recorder plugin allows for multiple sources to be recorded during gameplay. The World Source is expected to record everything in the level when the Autotrack Actors option is enabled. Once ...
artists are dealing with greatly increased iteration times due to long shader compiles when working in the material editor. This has regressed over time as we add more features to the point were wor ...
The level blueprint has a macro that references a level. FBlueprintNodeTemplateCache keeps holding this cashe at transition level. Unable to find source-code formatter for language: text. Available ...
Occurs on? 4.16 - 3466753 - YES 4.17 - 3521650 - YES Error message: Assertion failed: RefBonePose.Num() == NumBones [Link Removed] [Line: 4400] Source Context:4387 ResetAnimation(); 4388 ...
Changing a Custom Event to Multicast in a parent blueprint causes crash if the Custom Event is being used in the child blueprint. Callstack: MachineId:DE189244480D3CD0F8CA729A02DD38A6 UserName:tjb ...
This is a low frequency but trending crash coming out of 4.18. User DescriptionsAttempting to open a copied/converted from 4.16.3 project on 4.18 preview 4. Problem arose after preview 3. Was able ...