Using the command in the repro steps on Linux will cause the Editor to crash and CrashReporter to pop up with a callstack. This behaves differently when tried on Windows with -vulkan. The project ...
Environment Queries Ignore tests for Custom Collision Object Overlaps. Note: The expected behavior seems to have worked in 4.21, After following the steps to reproduce, I can verify a successful de ...
If used inside a UMG Blueprint, a struct that has only one element will remove the element from the struct after compiling the blueprint. If the element is edited or a second element is added then ...
There is a thread conflict between FRDGBuilder execution in Background Worker and LumenVisualizer's LumenCard add/delete process. When lumen cards are displayed in a scene with many objects, a crash ...
**Physics collision ignores Capsule Collision, When Skeletal mesh root bone orientation is rotated in the Z-Axis, resulting in unexpected collision behavior. Screen shot has been attached to de ...
When Slomo 2 is used to speed up the process, TicksToProcess is greater than 1, which means that ManualTick is called several times during one loop. When playback is completed by a ManualTick in t ...
When using the GameplayDebugger to show GAS debug info, and an AttributeSet has two replicated attributes with different replication conditions, a crash occurs in RegisterReplicatedLifetimeProperty( ...
UDN user reported frequent crashes in FStaticMesh::~FStaticMesh() on DrawListLinks[i]->Remove(false); Crash went away after adding critical sections to FStaticMesh::LinkDrawList(), FStaticMesh::Unl ...
If an actor's Simulate Physics and ActorLocation/Rotation properties are set in code the editor will crash immediately upon launch / debug in VS. ...