No user comments in crash group 48 bool UEditorBrushBuilder::EndBrush( UWorld* InWorld, ABrush* InBrush ) 49 { 50 //!!validate 51 check( InWorld != nullptr ); ...
A TMap containing a struct with a UObject reference property (set to nullptr by default) does not serialize properly for an instance where the UObject reference is set on the instance, but the TMap ...
Focus is no longer set on UMG 3D Widget when playing in Standalone. (PIE works in both versions) Also verified in Main CL# 4247867 ...
GamepadSpecialLeft and GamepadSpecialRight inputs are swapped on Touch Controllers. Inputs are working as intended on an Xbox controller. Problem may have been introduced by Oculus, I created a 4. ...
Nativizing a Blueprint that includes a custom button (a Blueprint parented to the "Button" class) causes a crash when Event Driven Loading is enabled. Disabling Event Driven Loading can workaround t ...
Adding Instances to the Hierarchical Instanced Static Mesh Component on BeginPlay causes the Editor to crash. Tested in 4.19.2 (CL - 4033788), 4.20.1 (CL - 4229980), 4.21(CL - 4235929) ...
4.20 Oculus Go projects cause the device to lock if immediately relaunching after exiting. It does not occur if:You wait ~20 Seconds before relaunchingYou press the power button after closing the a ...
Having a custom event with an empty Soft Class Reference as an input causes packaging to fail if nativization is enabled as the event nativizes with a const TSoftClassPtr<>& and the compiler cannot ...
If you disable Support PointLightWholeSceneShadows and try to place a point light in a level the editor will crash. Current work around is put shadows to low from engine scalability settings. Wor ...
UDN user ask us to change the API for the material to remove confusion with the material ID. Also apparently there is an issue with the skeletal mesh merge tool, the user did not give any repro ste ...