After editing the parent emitters of a Niagara system with mesh renderer particles the engine will crash the next time the editor and system are opened. This was tested with both engine content cub ...
This is a common crash in the 4.18 release. The callstack is rather generic, and I have attached two logs but neither displays the error information. Users have also not provided any descriptions ...
Error message: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 804] Array index out of bounds: 1 from an array of size 1 Source Context: 352 353 // We a ...
This is a common and longstanding crash that has occurred since at least 4.9. The issue appears to be due to missing ShaderCompileWorker.exe in binaries, but many of these crashes occur in the vani ...
In some situation, Slate tries to secure incredible amount size data and run out of memory. This happens a cell having very long and complex serialized text appears on the editor and it is placed to ...
Error message: Assertion failed: Pose.IsValidIndex(BoneIndex) [Link Removed] [Line: 528] Source Context: 513 const FTransform& ParentTransform = GetComponentSpaceTransform(ParentIndex); ...
EQS places a cheap filter as the last step of a query when using auto-sort for single item results if there is only one filter. Found via [Link Removed] which is quoted below:Environmental Query sys ...
For our static mesh pipeline we have group nodes in Maya that use the name of the asset. Under that we have a mesh that also has the name of the asset. We may also have collision as well so a typica ...
Editor crashes with 2 or more Clients when spawning a Blueprint created from a Static Mesh using the Blueprint/Add Script button. Blueprints created from Static Meshes using other methods do not cau ...
Following code works as a work around. The code updates placement information of instances. TMap<UFoliageType*, TArray<const FFoliageInstancePlacementInfo*>> AInstancedFoliageActor::GetInstancesF ...