ChaosCacheManager (CCM) is not reproducing Trailing Events. Particles set to track Trailing Events correctly follow the position of the trailing event when the Geometry Collection (GC) is physically ...
ChaosCacheManager (CCM) is not reproducing Collision events the second time (and onwards) we record a Geometry Collection (GC) breaking session. Particles set to track Collision Events correctly fol ...
This is a longstanding but infrequent crash that has occurred since at least 4.16.1. Users have not provided any descriptions of their actions when the crash occurred. The callstack closely matche ...
Auto Reimport source paths can cause a crash with the editor. I couldn't narrow down in my limited testing what would cause the crash vs what would not with these file paths. The one in my attached ...
Issue was reported by a user on the Unreal Engine forms. I tried to package the game with the other encoding options and this appears specific to using the Unreal Ambisonics option. I have only co ...
Spawning an actor that contains an AtmosphericFogComponent results in a crash in a packaged build. It doesn't occur in PIE, or StandAlone. ...
The level seems to have been successfully copied. ...
NiagaraSystem with EEiagaraGpuComputeTickStage::PostInitViews should not have bSupportsParallelGDME because of possible multi-threaded contention, but FNiagaraSystemInstanceController::GetGpuCompute ...
A licensee is reporting a crash where loading a sublevel that contains an actor with a child actor component can cause a crash. After speaking to Marc Audy, this seems to be related to the initializ ...
The crash occurs from "check(BoneBlendWeights.Num() == NumBones);" This crash occurs when the following conditions are met;The skeletal mesh LOD is changed.The number of bones is difference between ...