A user reported an issue where, if a client hitches during world transition, the client will continue referring to the transition world instead of the newly created one. This will result in the clie ...
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An ensure is triggered upon entering an improper math expression. ...
User reported encountering a deadlock between GameThread and AsyncLoadingThread and provided two callstacks.User quote I've been running into a deadlock intermittently with a custom blueprint conso ...
Upon creating a new Synth Component C++ Class in Unreal 4.24, the compiler will fail to compile with a Linker error. ...
It's possible to create a level sequence player in a level that's being torn down. Event end play is one example, but the original report comes from a situations that's harder to avoid. Creating a l ...
When adding a Uniform Buffer Struct that has one 4x4 matrix to a mesh pass, validation will fail, due to a Uniform Buffer Struct mismatch. This can be reproduced by adding a mesh pass in project-si ...
Currently there's no validation within the animation attribute container that bone ids are valid. This means that client/game code can add attributes with invalid bone ids into the container and th ...
AbilitySystemComponent crashes when RemoveActiveGameplayEffect is called during world teardown for an active gameplay effect that ticks periodically, by unsafe GetWorld()->GetTimerManager() access w ...