This bug doesn't occur in 4.21. The issue is at line 157 in ProceduralMeshComponentDetails.cpp . When the procedural mesh has a material the crash doesn't occur. File location: Runtime/ProceduralMe ...
Setting the Runtime Generation on the Recast Nav Mesh to a different preset than what is set in the Project Settings causes an error to appear upon trying to package the project, and causes the pack ...
[2024.08.30-22.12.22:384][ 73]LogWindows: Error: appError called: Assertion failed: CurrentGPUVirtualAddress != 0 [Link Removed] [Line: 659] Disabling shader optimisation can crash the editor when ...
When assigning an array of actors that implement a specific interface to an array of the specific interface the engine crashes. This doesn't happen if the actor array is put through a for each loop ...
Replicated objects don't behave correctly on the client-side on slopes when not sleeping. By placing two cubes on one another and slightly rotating the bottom one to create a very gentle slope, the ...
The crash doesn't occur every time, but it will happen within 3 swap and compiles in my experience. I got multiple different callstacks when I cause the crash using the reproduction steps (they are ...
These delays appear with large Landscapes (for example 8029 x 8029) . The delays only start occurring after the level is saved and reopened. After which PIE start times will be 5 to 15 times longer ...
Error message: Access violation - code c0000005 (first/second chance not available) Source Context: 7 8 DECLARE_CYCLE_STAT(TEXT("AnimSeq EvalCurveData"), STAT_AnimSeq_EvalCurv ...
Text widget with Outline uses 2 LayerId levels to draw the outline and the text glyphs. This can be seen in function FSlateElementBatcher::AddShapedTextElement(), where lambda BuildFontGeometry() is ...
A user reported that when calling SetText on a text widget in a widget blueprint's PreConstruct causes an editor hang when you put a breakpoint on SetText and attempt to save the asset. The issue i ...