We have been unable to get an internal repro so far, however we have had quite a few reports from the community reporting this issue. One user also stated this happens when migrating a project over ...
deleting the code "&& SimulationStages[i]->bEnabled" in UNiagaraEmitter::GetScripts will bypass the problem [Image Removed] ...
The licensee shared information that a Null check on the following Actor can be used as a workaround. static TArray<UActorComponent*> GatherHLODRelevantComponents(const TArray<AActor*>& InSourceAct ...
We need to better detect when we need to flush to avoid hitting the RDG limit. There is no test project at the moment, more details can be found here ...
Unreal freeze on 35% and after crash Crash Report: [Link Removed] ...