Pasting a button element from one Widget Blueprint into a second Widget Blueprint that has had its root Canvas Panel deleted results in a crash. The crash only occurs when the Canvas Panel is delete ...
Updated name of sublevel leads to crash when it is about to be loaded. ...
Adding and removing Submixes at runtime, then editing the preset causes the editor to crash. Tested in 4.22.3 (CL - 7053647), 4.23.1 (CL - 9631420), 4.24 (CL - 1050688), 4.25 (CL - 10069288) ...
Performing a hot reload in the Editor after adding a custom UserDefinedEnum C++ class to a project results in a crash. A normal compile in Visual Studio will complete successfully. ...
Building HLODs causes a crash. This only seems to occur in some levels as shown in the attached project. Found in 4.22 CL# 7053642, 4.23 CL# 7948402, 4.24 CL# 8124506 ...
Currently there's no validation within the animation attribute container that bone ids are valid. This means that client/game code can add attributes with invalid bone ids into the container and th ...
NiagaraSystem with EEiagaraGpuComputeTickStage::PostInitViews should not have bSupportsParallelGDME because of possible multi-threaded contention, but FNiagaraSystemInstanceController::GetGpuCompute ...
If a BP function contains a Create Event node, deleting the function will cause the editor to crash when modifying any custom event of that BP. Regression: No - same behavior occurs in 4.14.3 Binar ...
Defining a FRuntimeFloatCurve inside a code based struct causes the editor to crash if the struct is added as a local variable to a blueprint function and the "Create External Curve" button is press ...
In Packaged builds, Chaos Cache Manager (CCM) can't animate Geometry Collections (GC) with Nanite Enabled if Cache Mode is set to Static Pose. The licensee tried to animate a CCM using Sequencer onl ...