An actor channel's InPartialBunch won't be deleted and cleared until a new partial bunch is received. This can result in a situation where memreport counts the memory for an old InPartialBunch and i ...
As you can see from the above callstack it appears that calling RestoreArea can call FindPotentiallyClosedTab again higher in the stack, which can Remove() an entry from CollapsedDockAreas- this cau ...
Using landscape sculpting tools, then executing Undo with Ctrl+Z ...
During async loading from an AsyncLoading thread, DecalComponent attempts to precache PSOs which can trigger a checkf in StrongObjectPtr.h which are only allowed to be created on a game thread. ...
When adding multiple meshes to a Niagara Mesh Renderer Module, a check() will be triggered due to a mismatch in the number of Widgets and the number of Tooltip Widgets. ...
Crash when using new FCanvasDrawer Licencee notes that crash does not occur if "new FCanvasDrawer" is commented out. ...
ensure(false) being fired in FGenericParticlePairMidPhase::FindOrCreateConstraint from key collision. The licensee reports one of their users reported this issue and they were able to reproduce a fe ...
Error message: Fatal error: [Link Removed] [Line: 176] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG') Source Context: 161 162 const TCHAR* Rea ...
This JIRA is being entered as a result of being one of the top crashes in 4.12 Preview 5 In the 4.12.0 release, we currently have a user on the Answerhub who experiences this crash: https://answers ...