During async loading from an AsyncLoading thread, DecalComponent attempts to precache PSOs which can trigger a checkf in StrongObjectPtr.h which are only allowed to be created on a game thread. ...
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Sometimes manual recompile is required to make a blueprint actually recompile data-only changes, but not always. If the last manual compile was with default values, then changes are not updated. If ...
The licensee has traced the issue back to a divide by zero in UParticleModuleTypeDataBeam2::Update. If the Target and Source are the same then the beams magnitude will be zero. When there is a Nois ...
Here's a workaround void DestroyParticle(TGeometryParticleHandle<T, d>* Particle) { auto PBDRigid = Particle->CastToRigidParticle(); if(PBDRigid) { RemoveFromMapAndArray(PBDRigid, Ac ...
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I was working with a licensee on something unrelated, and ran into this niagara threading crash. It looks like UNiagaraDataInterfaceSpline::SampleSplinePositionByUnitDistance on one of the niagara h ...
Crash Reporter: [Link Removed] Opening a project created in 4.6.1 with 4.7 built from GitHub branch 20150203 (last commit: 5bac1375be31053932c7b9123cc3bb94c70dd5e0) results in crash. ...
If sublevels containing multiple reflection captures are loaded in consecutive ticks and the execution timing of UpdateMaxCubemaps on rendering thread is delayed, UpdateAllReflectionCaptures will be ...