In 4.25.1, I added a vectored exception handler to capture unhandled exceptions to the Editor process. This handler runs too soon. It doesn't let the structured exception handlers run first where ma ...
When using a BP with component instance static mesh that is added via the construction script, when using the build button in the toolbar to build lighitng and geometry everything will work correctl ...
Attempting to run a standalone server and client using different processes will crash if the Code Editor plugin is enabled. ...
The Update Persistent Audio module has a dependency on a Play Persistent Audio module. When there are two modules in different overview nodes, the automatic fix up can put the Play Persistent Audio ...
This bug doesn't occur in 4.21. The issue is at line 157 in ProceduralMeshComponentDetails.cpp . When the procedural mesh has a material the crash doesn't occur. File location: Runtime/ProceduralMe ...
This is a user reported crash, I was able to re-create in 4.25.4. I'm also assuming this happens in 4.26, however there is a current blocker that stops me from opening this project in 4.26. Linked ...
When there is a physical material mask asset that has been created and applied to a mesh in the level without having a texture source imported yet, and then "ShowFlag.PhysicalMaterialMasks" is enabl ...
The 4kVT is applied correctly, and you can switch the master material sampler to use the 2048x1024 texture, but if you switch it via the material instance param instead, the crash occurs. ...
In Action Rpg sample, creating a new Blueprint of type GameplayCueNotifyActor or GameplayCueNotifyStatic, results in an Engine crash. The call stack leads to a PrintF Slate warning message that woul ...
there is a crash that occurs with gameplay tag map variable compiles with default value changed. This issue occurs no matter what the secondary value of the map is. I was unable to test this issue i ...