Sprite collisions do not accurately reflect the collision for the sprite. While the collisions are always the same between two of these, the collisions do not correspond to the shape of the collisio ...
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 ...
If a static mesh component has Simulate Physics enabled, GetRelativeTransform() returns the value of world transform. ...
A project building in Visual Studio will sometimes fail with the error Unrecognized type 'FBar' - type must be a UCLASS, USTRUCT or UENUM. This can occur in situations where one struct was reference ...
Crash occurs if the Recast Navmesh is set to Dynamic and the BehaviorTree runs a 'Does Path Exist' decorator. Crashreporter info: [Link Removed] ...
This is a common crash among the community since at least the 4.14 release. Additional information is not currently available. This is spread among numerous different CrashGroups between releases w ...
This is an occasional crash in the 4.17 release. Users have not provided any descriptions of their actions when the crash occurred. Source Context 664 for(int32 ElementIndex = 0;ElementIn ...
This is a semi-common crash that has occurred since at least 4.17.1. The callstack is nearly identical to [Link Removed], which was fixed in 4.18.0, however the error message and source context are ...
If a user connects to source control through the Git plugin and creates a repository, when they try to compile a blueprint, they can sometimes crash ...
If code in an Actor Component class is changed (eg. a new UPROPERTY is added) and a hot reload is performed to implement the changes, the properties in the component can become linked across any Blu ...