OnComponentWake Event does not trigger when the physical body is awoken by a Force. The steps described on Steps To Reproduce is enough to replicate this behavior. The OnComponentWake event is only ...
A crash that is possibly the result of a circular dependency can occur if a Blueprint containing an ActorComponent with instanced UObjects and a variable that is a type of a child of itself is opene ...
This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Error message: Access violation - code c0000005 (first/second chance not available) Source C ...
Regression No, according to affect version 4.26 and 4.27 [2021.10.29-17.01.06:085][830]Primitives with unbuilt interactions: 6[2021.10.29-17.01.06:085][830] Primitive FoliageInstancedStaticMeshComp ...
See CL 6473818. Remote compiling on a Mac is triggering a NullReferenceException for me, making me unable to build. I was able to delete the crashing lines locally to work around it for now.line 91 ...
When following the documentation on setting up automation tests, the sample provided for "Simple Tests" does not successfully compile. One of two compiles errors is given based on the TFlag used A ...
From user:"We have ran into an issue with soft object pointer fixup/remapping with the World Partition converter. If you have a sublevel that contains a level script and an actor that is hard refer ...
This issue doesn't crash in 4.21. It is rewritten as GIsSavingPackage = true in UPackage::(Save() when Blueprint is saved, but it's rewritten as false in 4.21. Workaround Do not set the String Tab ...
If the static mesh has UseSimpleCollisionAsComplex and does not have any SimpleCollision shapes, The physics actor will be destroyed immediately in FInitBodiesHelperBase::CreateShapesAndActors, but ...
Crash occurs when the user sets Anim Class in a Skeletal Mesh Component to an animation blueprint with a Sub Anim Instance node. ...