\Engine\Source\Runtime\Engine\Private\DrawDebugHelpers.cpp DrawDebugSphere and DrawDebugAltCone both try to dereference variable 'LineBatcher' without checking for null, as the other DrawDebug func ...
Code asserts because it assumes that a self closing node is within another node or has another node left in the doc to parse ...
If a component class returns 'false' for NeedsLoadForServer(), then variables will not be included in the class in a cooked/packaged dedicated server build, and thus any variable references in scrip ...
Reported by AnswerHub user. UHT should block UFUNCTIONs which hide other UFUNCTIONs with the same name but different signature. ...
It looks like maybe CheckDefaultSubobjectsInternal() isn't set up to handle non-native (i.e. Blueprint) class types? As well as AActor::CheckActorComponents() perhaps? ...
It seems that we're getting an intermittent crash when killing a pawn that's executing a parallel node. It's crashing in BehaviourTree.cpp on this code: UpdateInstance.ParallelTasks[ParallelTaskId ...
A crash occurs when scrubbing the matinee slider with a 'Sound Wave' that has 'Subtitles' enabled. You need to enable 'Subtitles' within the settings of the asset. Tested issue in 4.7.6 and did no ...
When project is set up for Dynamic Modifiers Only navmesh generation the pathfinding simply doesn't work (due to missing navmesh). It does get generated properly in the editor, but is no longer ther ...
If a user uses an IsShiftDown node inside of an OnKeyUp override it will cause the editor to crash. ...
LN - further notes from CharlieT: This is a global problem. If you go through and add the game to your steam account it will pull up the correct name. However, if you just boot up the game while st ...