If two custom classes are created in C++ (Class A & B) and a reference to Class A is created as a member of Class B and initialized in Class B's constructor, the editor will crash once a blueprint o ...
Using a Function from a Blueprint Library inside a Macro from a Macro Library will cause a crash when using Standalone Game for PIE. The same setup will function as expected when Playing in Selected ...
Printing the result of the 'Get Move Ignore Actors' node will crash the editor. The Licensee found the issue while exploring a workaround for this JIRA:https://jira.ol.epicgames.net/browse/UE-14734 ...
A licensee has reported that Custom Structs can cause a crash when using StompMalloc under certain situations. Regression?: No This occurs in 4.20 ...
The editor crashes changing from mesh paint mode to another mode if the user has changed the material of an "Add Static Mesh Component" or "Add Spline Mesh Component" in a BP and compiled while in m ...
Mobile VR (Oculus Go) App Crash with Monoscopic Far Field and Multi-View enabled Workaround: Do not use Monoscopic Far Field and Multi-View at the same time Also confirmed in 4.22 Main @ CL 45 ...
Using volume material used in a material billboard Causes Crash When used with volumetric fog. Found in 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 CL# 4541578, 4.22 CL# 4618663 ...
Bulk compiling more than one Blueprint class asset without incurring a garbage collection pass in between each compile can result in a crash during reference replacement, as serialization may end up ...
If user connect a function that returns a Blendspace Asset to a Blendspace Player that BlendSpaceAsset settings are exposed to a pin, it crashes in the package. It does not occur if user do not con ...
Starting a SynthComponentToneGenerator crashes the editor with the following assert:Assertion failed: bSuccess [File:D:\build\++UE5\Sync\Engine\Source\Runtime\SignalProcessing\Private\AudioBufferDis ...