The crash occurs when FWorldPartitionHLODUtilities::BuildHLOD attempts to build an approximated mesh that has all of its contents culled during generation, this can happen when an approximated mesh ...
Regression is unconfirmed ...
When using an RVT with BaseColor/Normal/Roughness format on DX12 with a GPU that supports Tier2, a GPU crash may be seen. ...
Getting a blackboard value as actor and setting an actor to that on tick causes crash. The real issue here is that you can use a function in BP (in this case `UBTFunctionLibrary::GetBlackboardValue ...
When compiling on load in -game, a blueprint class that inherits from a native class that is marked within and the class that it is within is abstract, a crash will occur when FBlueprintCompilationM ...
The crash doesn't happen if the blueprints are loaded ahead of the test by opening them, or if you compile all of them in the same test run. ...
Passing a parameter by reference for an RPC does not seem to be a supported operation, and UnrealHeaderTool will already throw an error if a networked UFUNCTION includes any OutParms. However, users ...
Originally reported here: https://udn.unrealengine.com/questions/562047/linked-layer-animation-blueprint-proxy-missing-ske.html When linking an anim layer during update, we get either an ensure or ...
Crash when ApplyPhysicalAnimationProfileBelow node and UPhysicalAnimationComponent :: UpdateTargetActors by UPhysicalAnimationComponent :: OnTeleport run in the same frame. Because RuntimeInstanceDa ...
From licensee: The issue here starts in FVoxelizeMeshMerging::ProxyLOD() where the FlattenMaterial created using FMaterialUtilities::CreateFlattenMaterialWithSettings() returns an empty struct. I d ...