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. ...
When generating the textures for Approximate HLOD layers, the Nantie geometry is very low resolution, resulting in the captured textures fitting the actual HLOD geometry poorly. This creates visual ...
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 ...
If a static mesh component has Simulate Physics enabled, GetRelativeTransform() returns the value of world transform. ...
Crash occurs if the Recast Navmesh is set to Dynamic and the BehaviorTree runs a 'Does Path Exist' decorator. Crashreporter info: [Link Removed] ...
Tilemaps using lit methods of rendering are subject to strange lighting behavior. If the material for the tilemap is using a 'masked' method of rendering. Lighting will appear at incorrect angles. ...
The Global Distance Field can constantly update, even when the camera is stationary, in large World Partition maps. This bug requires a large amount of the World Partition map to be loaded to reprod ...
WP dynamic navmesh does not properly react to actors or navigation modifiers that are loaded in areas that the navmesh has not yet streamed into. Although the actors/modifiers are not part of the ba ...
It is possible to repo this without the exact steps, but that leaves it ambiguous if the camera moved when exiting PIE or not. ...