A crash occurs when switching back and forth between levels when using seamless travel. This happens if a multicast was called and if it contains a member variable. ...
Editor will crash when a skeletal mesh has been added to a level and then reopening the project later if you try and access this level. If you attempt to open the skel meshes in the content browser ...
This crash is caused by an exception that is thrown due to the functions inside of a blueprint based off a user-defined class that is suppose to mimic Timelines. ...
Strange behavior concerning Character Movement Network Replication and a Water Physics Volume. Upon entering water volume, Character Movement mode is set to swimming, however if more than one clien ...
Using the TM-MotionControllers map as a test for GearVR, the 4 buttons in the trackpad quadrants of the bluetooth controller don't register via the blueprint. This issue did not occur on Vive at th ...
If exiting the editor before the EditorUtilityTask completes, it crashes. It will not crash if canceling the UtilityTask and then exit the editor. The following implementation does not allow destruc ...
No user comments in crash group 262 UPackage* LoadReplacementPackage(UPackage* InExistingPackage, const uint32 InLoadFlags) 263 { 264 if (!InExistingPackage) 265 ...
When a mip level higher than 0 is requested in VisualizeTexture, the engine will crash. The root cause appears to be VisualizeTexture.cpp:924, on which an incorrect mip level is used to read a non-m ...
When trying to display BlendProfile property in Animation Blueprint diff tool, it will occur crash, because EditableSkeleton is null in SBlendProfilePicker::GetSelectedProfileName(). So, a followin ...