Using a TArray to store multiple components being setup inside a for loop of a constructor will crash on project open. Crash Reporter: [Link Removed] ...
When a custom enum is used as the Bitmask Enum of a Make Bitmask node, the value returned does not match the expected value ...
Function UNavMoverComponent::GetFeetLocationBased() on file "NavMoverComponent.cpp" returns an FBasedPosition built from an FRelativeBaseInfo. The "MovementBaseInfo" is read from key "CommonBlackboa ...
So the issue seems to be a combination of Add To Mesh Component and Extend Mesh Section. I've tried this in Epic Launcher 5.6, 5.6 in-house modified engine as well as ue5-main 5.7 from git (editor ...
The following Niagara usage pattern results in either a crash or in incorrect data being read from a Particle Attribute Reader: Emitter Spawn Stage – A module has an Attribute Reader input specifie ...
When we have Vectors in BP with Show 3D Widget enabled, the Transform Widget would always snap back to the Actor after we move the 3D Widget in-world. [Link Removed] Removing the _DaySequenceActor ...
Intermittent crash in virtual texture transcode. Usually mempy from nullptr but also occasionally we see the same callstack with memcpy to random location. ...
Here's a workaround void DestroyParticle(TGeometryParticleHandle<T, d>* Particle) { auto PBDRigid = Particle->CastToRigidParticle(); if(PBDRigid) { RemoveFromMapAndArray(PBDRigid, Ac ...
This is a common Linux crash in 4.16.2. ...
A Simulating Physics component with StartAwake = false will be awoken by a Welded component If a welding occurs during the call to OnCreatePhysicsState, this breaks the start awake disabled flag. Th ...