There is no Callstack associated with this crash. And I was unable to reproduce this in main due to a known issue when switching the 'Stream Mode' to 'From Memory'. When packaging a project in 4.6. ...
Geometry Scripting plugin isn't available for 4.27.2, and the behavior is the same 5.0.1. Crash while using Geometry Scripting to add an Array of Vector 2D data to 'Append Buffers to Mesh' node UV0 ...
When you select an asset that references a skeleton that has moved, the editor asks you to choose a new skeleton. When you choose Yes is it gives the message "The Anim Blueprint could not be loaded ...
When adding a niagara system that reproduces a skeletal mesh and a skeletal mesh as components to a blueprint, the niagara system immediately updates its skeletal mesh to the most recently updated s ...
No user comments in crash group. Similar callstack in [Link Removed] but that is a crash and this is an ensure. 701 if (ReflectionSceneProxy && ReflectionSceneProxy->RenderTarget) 702 ...
The user has come across various issues with using nested blueprint structs within a data table. The first issue relates to changing a variable in a child struct and setting it back then saving, cau ...
A high UWorld::Tick DeltaSeconds (i.e. GameThread hitch) results in a high UNetDriver::TickFlush DeltaSeconds. This DeltaSeconds can high (many seconds) if the hitch is long. This value then affects ...
Calling BodyInstance.UpdateBodyScale displays erratic behaviors and does not update the rendering scale. The licensee has reported and presented a repro project that displays the erratic behavior of ...
Building the level or lightmaps can clear the volumetric lightmap. In 5.5, this requires you to perform a full build, or a lighting only build with a BSP brush in the scene. In 5.6, all level build ...