When unloading a tile of a World Composition map in UE5, a crash occurs when trying to deference a null pointer (World->PersistentLevel->bIsVisible) in FWorldTileModel::FWorldTileModel():// Assign l ...
Switching sub anim instances that have a set tag will crash the editor when compiled. This is likely due to the use of Tag as the object name. The tag does not change, and the old UObject is still a ...
Trying to set the value of an element of a fixed-size TAssetPtr array in the Editor results in the Editor crashing. This did not occur in 4.13. The attached callstack is from debugging the project ...
Editor can assert when changing the signature of an editor authored Blueprint Library Function (FuncA) if that function is called from a Blueprint Library Function (FuncB) via an actor's constructio ...
Changing the type of an existing child scene component to be a non-scene component type triggers some fixup code at load time which attempts to remove the node from its current position in the scene ...
Currently there is no stable way to break level instances ...
UDN description:When landscape is flagged as Nanite enabled but nanite mesh has not been built yet, a save operation (or an auto save) triggers a fatal failed check in ULandscapeNaniteComponent::Ini ...
Looks like this is a problem where the Actor is Duplicated due to constructions scripts running. Later, when the duplicate is destroyed all of its components will call RemoveOwnedComponent as they'r ...
When duplicating a Generator inside an Environment Query, the action triggers an ensure and stalls the Editor for a few moments. This issue was reported and tested in 4.19.2 (CL-4033788). It was r ...