There's a bug in UAssetManager::LoadAssetList where the passed in DelegateToCall is not being called in the bShouldUseSynchronousLoad case. This can cause gameplay logic to fail when that bool is tr ...
It should be noted that this issue does not occur if you were to create a new "test widget" (by dragging it from the widget list) every time instead of copying and pasting an existing widget. The i ...
The input paramter is a type of UEdGraphPin. The PinType.PinCategory can be softobject or softclass, and the reference path is saved in a paramter named DefaultValue of UEdGraphPin.The DefaultValue ...
FMatrix::ErrorEnsure(const TCHAR* Message) doesn't output the message passed to it. Found in 4.23 CL#9631420 Reproduced in 4.22.3 CL#7053642, 4.24.0 CL#9892386, 4.25 Main CL#9892271 ...
Tested in: //UE5/Release-5.1 CL22346211 Crashed with Assertion //UE5/Release-5.0 CL20979098 Crashed with Assertion Crash occurs when a Constant Vector 4 and a Screen Position node are passed into a ...
When a graphical mesh is used to create a lower LOD for cloth assets and the Cloth FBX has the APB assigned to the material for the cloth there will be a crash. ...
Crash occurs when selecting a different type for a variable in the My Blueprint panel. The crash does not occur when doing this in the Details panel. This does not occur in UE4/Main. Similar to [ ...
Changing the type of an existing child scene component to be a non-scene component type triggers some fixup code at load time which attempts to remove the node from its current position in the scene ...
SamD and I noticed that in 4.17 the GearVRController component wasn't appearing in searches in the editor. This crash doesn't occur in 4.16.1 ...