This is a common crash in the 4.16 release. Affected users have not provided additional information. Source Context 1795 // Some tasks can only be done once we finish all scenes/viewports ...
I've reproduced this crash in 4.16, 4.17, 4.18, 4.19, and Main. Per licensee: The editor crashes if distance field ambient occlusion is enabled and a viewport is resized to have zero height. Th ...
The expected behavior occurs in 4.19; unexpected behavior occurs in 4.20 and 4.21. Marking this as a regression. Per User: Reading the LightAttenuationTexture in a material receives interference ...
As soon as the visibility tool is used, we're adding references to the "/Engine/EditorLandscapeResources/DataLayer" asset from landscape components. If the user decides to cook without editor data ...
A crash will result if a Blueprint class that's based on a native C++ class containing two or more nested, explicitly-instanced subobjects referenced by a fixed-size object array property are serial ...
First discovered this on Linux in //UE5/Main. In the repro, you play from level 2; if you opened Level 1 and played from there, the same outcome would occur. LogNet: Warning: Travel Failure: [Clien ...
If multiple game objects are selected at once and their text field is edited, instead of getting N events, it produces N-squared events. It looks like FPropertyHandleBase::SetPerObjectValue is call ...
Getting a blackboard value as actor and setting an actor to that on tick causes crash. The real issue here is that you can use a function in BP (in this case `UBTFunctionLibrary::GetBlackboardValue ...
Sequence Recorder doesn't record First Person Template character correctly. I wasn't able to track down exactly what it is about the First Person Character Blueprint that causes this though. ...
Printing the result of the 'Get Move Ignore Actors' node will crash the editor. The Licensee found the issue while exploring a workaround for this JIRA:https://jira.ol.epicgames.net/browse/UE-14734 ...