After Seamless Server Travel, the Client cannot move the character or see the Server character. On the Server, the Client character appears to be falling in place. Tested in both first and third per ...
This is not a regression. Tested in //UE4/Release-4.27 CL 18319896 Making changes to a Camera Shake while previewing the Camera Shake triggers an Assertion upon compiling. ...
When adding the Add Component By Class node, choosing a class that has a Relative Transform pin, changing the transform, and deleting the node the editor crashes. I tested this with the Skeletal Mes ...
Deleting elements from TMap Struct in the Actor Blueprint Editor (specifically, deleting elements from them) causes Unreal to crash ...
Assertion failed: SoundWave->GetPrecacheState() == ESoundWavePrecacheState::InProgress The above assertion fail was seen when played in standalone mode. Play-In-Editor mode (PIE) is working as exp ...
When the Mobile Previewer loads, the Safe Zone widget is not working properly at startup, and requires a window resize to update to the correct Safe Zone. ...
Using a TArray to store multiple components being setup inside a for loop of a constructor will crash on project open. Crash Reporter: [Link Removed] ...
This is a regression. Tested in //UE4/Release-4.27 CL18319896 Editor crashes when keying a frame to an Animation from Pose with Appended Frames. ...
UEditorValidatorBase::ValidateLoadedAsset() is not using the K2_ValidateLoadedAsset() output, effectively ignoring the Blueprint validation. The K2Result is not used later in the function, and this ...
A Skeletal Mesh simulating physics that hits a Geometry Collection Actor with OneWayInteraction true, OneWayInteractionLevel 1, and is using Damage Propagation (default) will be accelerated so fast ...