I set the Forced LOD Model on the mesh component > 1, then tried to export, this is what causes the crash. Here is my suggested fix, we just don't use Git or I'd do a PR: In the else() branch of FF ...
If the user creates a structure, names it "Actor", then creates a data table based on the struct then the data table will cause a crash on open(opening the data table). ...
Renaming Parent component to the same name as a component in the child blueprint causes a crash from child blueprint when you press enter. When you reopen the project from the crash, the child bluep ...
A user has reported that using a GameplayTagContainer can cause a packaged build to crash when EDL is enabled in certain cases. In this case, if the base C++ class that includes this GameplayTagCont ...
When using an InterpToMovement component in a blueprint with the "Auto Update Tick Registration" and "Auto Register Updated Component" options unchecked, PIE will result in a crash. Found in 4.10. ...
The latest 4.13 Binary Gamedev engine crashes on launch with a SteamVR callstack. This crash only occurs in Binary, I was unable to reproduce this crash in Github. This issue looks as though it may ...
Using Execute Console Command nodes to record and play back a demo is causing a crash in standalone. Using the console commands themselves does not seem to cause the same crash to occur. ...
Crash occurs when the user changes a variable in the animation blueprint, and then undo's the change. Note that this occurs with any variable being used, but the callstack will be some what differe ...
When trying to delete an existing (and saved) mesh instance from a Hierarchical Instanced Static Mesh component the Editor crashes due to a failed assertion, however clearing all instances does not ...
Assertion occurs when undoing a Child State's unparenting from another Child State. Repro Rate: 5/5Assertion failed: false [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Public\Widgets\Views ...