Unreal Editor can get in an infinite while loop when the action Asset->Source Control->History is used in a Blueprint Asset. Reportedly, this issue is only encountered when using the Branches featur ...
Note: This happens with "Exclusive" nativization mode as well. This occurs because the nativized UDS 'GetDefaultValue()' method is generated into a .h file rather than a .cpp file. This creates a c ...
My Nvidia driver is our current approved driver: 378.49 ...
This issue may be badly implemented, but the reference to the VTable may be incorrect during a hot reload. Crash always in sample project. Summary:Call ForeachRow function in Custom Struct constr ...
Launch On crashes on a Android devices if networking is disabled. This used to work and should not crash. ...
Performing a hot reload on a project that contains an FStringAssetReference inside a struct results in a crash. This was reported to work fine in 4.6.1, but I was unable to verify that is the case. ...
The runtime import process works fine in editor, but fatal error when trying to do so with packaged build of project. My function that calls ImportAsset():bool UMeshLoader::RequestMeshLoad(FString ...
This is a Regression. Tested in: //UE5/Release-5.0 CL 18747223 GitHub //UE4/Release-4.27 CL 18319896 Binary The example can't be completed in UE5 as expected presumably because of a change within ...
A crash occurs at FindChecked in the code below.if (PreparedServiceChanges->OwnerAccountId) { InternalPublicData->OwnerAccountId = *PreparedServiceChanges->OwnerAccountId; if (bDispatchNot ...