When a strong pointer is set to null the packaged build of the game will immediately close. No crash logs were were made and no Saved folder was made (<Project Name>/Saved/Logs). An example project ...
The leaking variable is UInstancedStaticMeshComponent::InstanceDataBuffers. The memory block is passed to InitPerInstanceRenderData() via InstanceDataBuffers.Release(). But the function doesn't mana ...
This doesn't seem to occur every time I run the editor, I can't get it to repro consistently Note: It is possible that this is happening in blueprints based off of a native c++ class has been rel ...
If a level instance uses different runtime settings then it can override the main WP's runtime settings with UWorldPartitionRuntimeSpatialHash::ApplyCVars Runtime settings:GRuntimeSpatialHashUseA ...
This appears to be some form of type confusion. In editor, the type of the result pin is a Packed Level Actor Class Reference, but at runtime, the returned value is a BlueprintGeneratedClass. ...
In-app purchase failure nodes do not execute when there isn't any connection. ...
Crash assigning mesh to spline on tiled landscape. ...