Check inside FAssetSourceControlContextMenuState/FPerforceSourceControlProvider

UE - Editor - Workflow Systems - Oct 31, 2023

The async execution from within the context menu state is not cancelled properly when closing the context menu. This means that when rapidly opening and closing context menus there will be corruptio ...

A welded hierarchy blocks updates to collision settings on all but the root primitive. Calling SetCollisionResponseToChannel on the children won't work.

UE - Simulation - Physics - Nov 22, 2024

A welded hierarchy blocks updates to collision settings on all but the root primitive. Calling SetCollisionResponseToChannel on the children won't work. The licensee noticed that IPhysicsProxyBase* ...

Invalid Operand "WorldPartition" when calling FAutomationEditorCommonUtils::CreateNewMap();

UE - World Creation - Worldbuilding Tools - World Partition - May 13, 2022

LogAutomationController: Error: LogEditCondition: WorldSettings - EditCondition attempted to use an invalid operand "WorldPartition". ...

UInstancedStaticMeshComponentRemoveInstances crashes if called with an empty array

This looks like it can be fixed with an early-out when the passed array of indices is empty. Log:[2024.01.03-16.38.36:091][291]LogOutputDevice: Warning: Script Stack (1 frames) : /Game/BP_Crashy.B ...

Compressed anim sequence data isn't updated immediately when a mesh is reimported

UE - Anim - Runtime - Mar 21, 2022

It seems that when reimporting a mesh that has added bones we aren't updating the compressed data within the anim sequences to account for the change in indicies of the virtual bones. If a user cal ...

Compressed anim sequence data isn't updated immediately when virtual bones are added

UE - Anim - Runtime - Mar 21, 2022

It seems that the compressed animation data within an anim sequence is not updated immediately when a virtual bone is added to a skeleton. If the user attempts to call UAnimSequence::GetBoneTransf ...

Ensure occurs when RBAN simulated rigid body approaches UseComplexAsSimple mesh

UE - Simulation - Physics - Character - Jun 30, 2022

When a collision enabled RBAN node attempts to collect surrounding meshes, if there is a mesh with UseComplexAsSimple, it will hit the Ensure when cloning a mesh on the task graph thread. Disabling ...

Breaking a level instance can not remove the level instance from world

UE - World Creation - Worldbuilding Tools - Level Instances - Nov 5, 2024

Currently there is no stable way to break level instances ...

BP - Nativized build will crash at runtime if a non-nativized child that inherits from a nativized parent containing a ChildActorComponent sets the CAC class to a non-nativized child of a nativized BP class.

UE - Gameplay - Blueprint - Jan 26, 2020

Current workaround: Add a dummy variable to either BP_Owner_Child or BP_CAC_Child to force one of the two to be nativized. ...

OnlineServices-Lobbies: Crash when host migration message is received and the next host has already left the session

UE - Online - Sep 9, 2024

A crash occurs at FindChecked in the code below.if (PreparedServiceChanges->OwnerAccountId) { InternalPublicData->OwnerAccountId = *PreparedServiceChanges->OwnerAccountId; if (bDispatchNot ...