In some situations, it can be useful to have a replicated editor-only C++ property (For example, the user that reported this issue was attempting to replicate settings to the client for game designe ...
When using CastChecked<>(), the second parameter can be passed as ECastCheckedType::NullAllowed to make the check succeed when the input is nullptr. However, in UE 5.5 up to the latest engine versio ...
In some occasions, engine code iterates over a certain subsystem type by calling FSubsystemCollection::GetSubsystemArray() and then calling some method on all subsystems of the returned array. This ...
When using the Python plugin to add an existing level as a streaming level, the editor crashes. It seems that this happens regardless of what level is added or what the contents of that level are. A ...
When tearing down a nanite project with the nullrhi active, there is a crash in the FeedbackManager destructor that causes any exit to be unclean. The teardown process causes a crash as the destruc ...
Sometimes some of actors are destroyed after the destruction of the solver through the garbage collector. In this case, the app crash in FChaosScene::RemoveActorFromAccelerationStructureImp because ...
Setting the location of a node a the MetaSound Editor Subsystem to a very large value crashes the editor.Unhandled Exception: EXCEPTION_STACK_OVERFLOW Crash reporter link: [Link Removed] ...
The following code example will generate category rows with nullptr assigned to OnPasteFromTextDelegate which causes a crash if the user tries to paste onto a row. Once you have this code create th ...
Starting in Unreal Engine 5.4, StaticDuplicateObject internally switched to using Unversioned Property Serialization (UPS) for performance reasons. However, UPS assumes the source and destination ob ...
FHighResScreenShotConfig::Init() sets the materials only in the Editor, due to a #if WITH_EDITOR block. However, the FViewport class exposes the TakeHighResScreenShot to non-editor builds as well, l ...