This is a bug introduced with 18468289 a while ago. We added this functionality for [Link Removed], which allows input event nodes to be placed within widgets and have them behave correctly. This ...
There appears to be an issue with how raycasts are performed within PxScene. When performing the trace, only the collision response for the first ECollisionChannel seems to be considered. If all col ...
There's an issue when assigning a bitfield bool to a native bool in Blueprints. Currently, the engine erroneously treats the memory for a local bool as a uint8 bitfield, which is undefined behavior. ...
This is a trending crash coming out of the 4.17.0 release. Users have not provided any descriptions of their actions when the crash occurred, however the callstack is very similar to [Link Removed] ...
User comment in crash group:Wanted to delete a single field of my landscape wich is very big. Same error appears if I try to get a part of the landscape to another streaming level. Would be cool if ...
Find the root cause and fix it. Potential issue based on logs:New RequestA is created in PrecachePSOs and its collection task is dispatched and finishedRequestA is waiting for compilation taskReque ...
This is a regression from 4.27. This is happening because of the change to typed elements. UEditorEngine::PostUndo, when combined with the typed element changes causes the selection set to reorder ...
User reports: I've noticed a bug with PlayMontageAndWait There are 4 possible triggers when a Montage completes:OnCompletedOnBlendOutOnInterruptedOnCancelled Once OnBlendout has been triggere ...
From an EPS case: --------------------------------- We're seeing a recurring issue where child BP actors are becoming orphaned during any processing that uses UWorldPartitionBuilder. It affects ...
The crash only occurs if the additional skeletal mesh component is used with Set Master Pose Component (see ToggleAttach function in the TopDownCharacter BP). It doesn't seem to matter what mesh we' ...