The ensure in APlayerState::OnRep_bIsInactive may be hit due to the player state being replicated before the game state. The check is necessary for making sure the game state is available, but the e ...
Map and set container value overrides will be lost in a cooked build for any Blueprint component that's dynamically instanced in a cooked build if the owning Actor class enables the optimized compon ...
Bulk compiling more than one Blueprint class asset without incurring a garbage collection pass in between each compile can result in a crash during reference replacement, as serialization may end up ...
I tried 10+ times but am unable to get this to reproduce locally. Licensee reports that this is a rare crash for them. ...
USplineComponent::CalcBounds is not defined in shipping builds (presumably the thought being that nothing can be rendered in shipping, and hence no scene capture required). But if CalcBounds is use ...
External requests to enable external linkage for SFindInBlueprints APIs, for which visibility is currently limited to the Editor/Kismet module. ...
Reference UDN as it explains well the cause of the issue. ...
[External Code] UnrealEditor-Core.dll!FEventWin::Wait(unsigned int WaitTime, const bool bIgnoreThreadIdleStats) Line 1515 C++ UnrealEditor-Engine.dll!FAsyncTaskBase::WaitCompletionWithTimeout( ...