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 ...
Shaders that compare custom depth and pixel depth get wrong output values because the ranges are different. This error is most noticeable over large distances. The difference in ranges is due to t ...
When the gameplay framework component manager creates components as part of CreateComponentOnInstance, it passes in the requested class name as the literal name of the component instead of using the ...
This is a continuation of [Link Removed]. The previous ticket changed an Assertion to an Ensure in order to stop a crash from occurring, and stated that a more complete fix would be coming in 4.10. ...
A licensee has reported that the ZoomFactor variable inside of the DrawPoint function is being calculated incorrectly. It currently is calculated using the lesser of the projection matrix's horizont ...
In UE 5.5, the fix applied by CL 36529858 in ue5-main updated USkeletalMeshComponent::ClearAnimScriptInstance() to call AnimScriptInstance::UninitializeAnimation() on the animation instance. This, i ...
Summary In a non-World-Partition map with streamed sublevels, PCG Editor Mode interactive tools (Draw Spline / SpacingTool, Area, Paint, Volume, ...) spawn their new tool actor in the PersistentLevel ...
This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Access violation - code c0000005 ( ...
The Take Recorder plugin allows for multiple sources to be recorded during gameplay. The World Source is expected to record everything in the level when the Autotrack Actors option is enabled. Once ...
Summary When CreateShapes_AssumesLocked fails during async body creation, the failed FBodyInstance is left in Bodies[] with a released actor handle. InitDynamicProperties_AssumesLocked is then called ...