When an Animation Modifier passes a null Animation Sequence value to an Animation Sequence the Editor will crash. This is a regression from 4.20.3 (CL-4369336). This was reported and tested in 4.21 ...
Using a struct containing an instanced object property as the value for a TMap results in a crash if a Blueprint of the class containing the TMap is subclassed and the child Blueprint is opened the ...
Applying a new reflection capture resolution after changing Preview Rendering Level to Android ES3.1 results in crash. Tested in: 4.24 P3 CL#10283392 4.25CL#10303496 ...
The user can use special character when naming widgets in widget blueprints which can cause some issues. In this case naming a button "<" and adding a child text block to the button named ">" will c ...
TRange::Difference function does not handle bounds correctly, causes crash in the sequencer when "Trim And Preserve Left/Right" is used in the user's example project. User provided a potential fix: ...
A crash occurs when attempting to preview specific LODs when the monitor resolution forces the menu to be expanded when selecting an LOD. This Jira was created from CrashReports submitted by the pu ...
Editable text crashes the project on Android devices. This does not happen on iOS or Windows. ...
Mousing over a softclasspath pin from a struct while debugging a Blueprint can lead to a crash. ...
When a user loads into a level that spawns replicated actors using manually placed blueprints twice using ServerTravel with Seamless Travel enabled it will crash. It looks like the engine can't find ...
Suggested fix is to relocate the Super::PreExit() call to the end of UGameEngine::PreExit() so that level streaming can be safely flushed before the MID cache is cleaned up. ...