If the user creates a BlueprintCallable static function the editor will crash when playing in standalone mode. If the function is not static the node will have an additional pin and Blueprint will n ...
This is a regression tested in //UE5/Release-5.0 CL20979098 Shadow Map Method Shadow Maps doesn't allow for Static Meshes to shadow Moveable Meshes with a Stationary Light source. ...
Crash occurs when building the lighting with any Basic shape in the level. This crash occurs with Niagara plugin both enabled and disabled. This issue does not occur in 4.23 Issue only occurs on M ...
Frequent crash occurs once when building lighting after editing a landscape. I added components to the landscape, sculpted, and flattened it. I wasn't able to reproduce the issue again, so the abo ...
In Scripted Actions, if you execute a function after using Rename Asset or Duplicate Asset, it will crash. If you do not execute the function it will not crash. ...
Assertion in a packaged build when Light propagation volume is set to 1 ...
'Can Jump' functions differently in 4.13 User Description: "Can Jump" doesn't update in an appropriate manner in 4.13. In 4.12 it would return true while grounded, false while in the air, and the ...
When you create a new variable you get a useful default value specification option for the given type. However, for a function input the values are just a string which requires knowing the arcane s ...
FGameplayAbilitySpecHandle is a struct that can be replicated by-design to identify a granted GameplayAbility in server-client communication. This works fine with default struct replication using FR ...
Niagara components don't null check their tick functions, and can cause a crash as a result. Compare to UParticleSystemComponent::TickComponent which does. It's fairly common in the engine to pass n ...