Netprofile crashes networked games using Steam with the following assertion: Assertion failed: "Invalid interface for Steam P2P addresses" && 0 [Link Removed] [Line: 72] No Crash Report is submitt ...
Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 785] Array index out of bounds: 2 from an array of size 2 Source Context: 363 return OwnerController->GetPawn(); ...
AssetRegistry.bin is not deterministically cooked. NativeLibraries is turned off because .ushaderbytecode has a non-deterministic issue in [Link Removed] ...
After disabling the defaults in Project Settings > Rendering > Default Postprocessing Settings, disabling all GlobalPostProcessSettings volumes, and setting the Post Process Blend Weight in the play ...
A Sequence with Override Instance Data enabled and a SubShot will accumulate the TransformOrigin Location wrongly and overshoot the expected end position. The licensee has encountered a particular s ...
This is a regression. Maybe Binary only if it hasn't already been fixed. Tested in:StreamCLTypeResults//UE5/Main18386535PerforcePerformance is normal after screenshot//UE5/Main18218925Perforce Per ...
If a client hitches while a server performs a seamless travel, the client will get multiple lines of logspam of these warnings:Warning: UActorChannel::ProcessBunch: SerializeNewActor failed to find/ ...
Calling UStaticMeshComponent::GetMaterial() during a Blueprint compile on load can cause the Material shader to fail to compile because GetMaterial will trigger a PostLoad call on that Material and ...
This report has been logged due to a high volume of submitted crash reports. Additional information is currently unknown. User descriptionsDeleted 3 rocks from mesh folder and accepted to delete e ...
Note that this bug potentially also affects a wide variety of material / geometry setups; however, a translucent wireframe setup is currently the main reproduction case. The issue may also be notice ...