From UDN: The reason it crashes is because Child doesn't get garbage collected, which is because it still has the RF_Standalone flag. UEditorEngine::EditorDestroyWorld clears RF_Standalone flag ...
This is caused by several failures in the custom ticking and update logic for level and actor sequences. A possible solution is shelved in 14859265, but will need testing with all known cases of pau ...
Every time when reopening the project, Nav Area Class on collision geometry gets reset to "NavArea_Obstacle", instead of maintaining its state. ...
Crash when plugging Depth Fade to Base Color and using Required Texture Resolution mode Hi, We have a material that uses the Depth Fade node for the Opacity and Base Color. However, the engine cras ...
When doing an unattended OBJ export with python. The export will fail and give the atteched callstack. ...
If a widget has playing animation node in finished animation event, calling StopAllAnimations appends a new UMGSequncePlayer to ActiveSequencePlayers array during array iteration and cause ensure co ...
It is possible to create new Data Asset instances in the editor that inherit from a blueprint-defined subclass of UDataAsset. This flow is not very well supported, and generally it is safer to just ...