Keeping editor unfocused while in PIE leads to memory leak, eventually freezing the editor. The editor must be closed through task manager and leaves no crash report or log error. ...
FScene::RemoveWindSource is called from a parallel for loop, and concurrently deletes wind component pointers from the same game thread array causing crashes when the scene contains multiple wind so ...
FAnimNode_TransitionPoseEvaluator can cache a pose over multiple frames using FStackAttributeContainer rather than the heap equivalent. This will likely crash at some point if any user uses the cac ...
A user reported an issue where, if a BlueprintCallable function's parameters are edited, a blueprint using a BlueprintCallable function will give warnings instead of an error for a problem after the ...
User reports that dragging materials into the editor from the content browser causes a hitch, followed by an ensure that. The user could not produce a crash report. Logs included Unable to reprodu ...
Creating a Sequence with an event track that calls SetPlaybackPosition to a time prior to the event key will cause a crash 100% of the time. This will occur even if the event is set up to only fire ...
PerInstanceSMCustomData is bulk serialized and doesn't get changed on the BP instance when changing NumCustomDataFloats, possibly causing out of bounds array access leading to a crash. Possible sol ...
An assertion failure is thrown when using nativized functions on an Android device. ...
When the RHI thread is enabled (with or without parallel-execution) for Metal it isn't currently possible to run "profilegpu" because the GPU timestamp emulation code isn't multi-thread safe and pro ...
When debugging a project through Visual Studio, if an actor with an Input Component is selected in the World Outliner a breakpoint will trigger in VS when attempting to select/mousing over any compo ...