Licensee reports buffer deadlock issue in System/BuildHostPlatform.cs (lines 283-329). Moving Proc.WaitForExit() to after the for-loop seems to resolve the issue for them.publicoverride ProcessInf ...
Right clicking inside the event graph of a blueprint that is derived from PhysicsCollisionHandler will crash the editor CrashReporter: [Link Removed] ...
OnComponentWake Event does not trigger when the physical body is awoken by a Force. The steps described on Steps To Reproduce is enough to replicate this behavior. The OnComponentWake event is only ...
A crash that is possibly the result of a circular dependency can occur if a Blueprint containing an ActorComponent with instanced UObjects and a variable that is a type of a child of itself is opene ...
Regression No, according to affect version 4.26 and 4.27 [2021.10.29-17.01.06:085][830]Primitives with unbuilt interactions: 6[2021.10.29-17.01.06:085][830] Primitive FoliageInstancedStaticMeshComp ...
See CL 6473818. Remote compiling on a Mac is triggering a NullReferenceException for me, making me unable to build. I was able to delete the crashing lines locally to work around it for now.line 91 ...
Not all material elements are created and assigned to the static mesh using multiple materials. With the attached mesh, only the first element is created and the other two are left non-existent. I c ...
When following the documentation on setting up automation tests, the sample provided for "Simple Tests" does not successfully compile. One of two compiles errors is given based on the TFlag used A ...
From user:"We have ran into an issue with soft object pointer fixup/remapping with the World Partition converter. If you have a sublevel that contains a level script and an actor that is hard refer ...
This issue doesn't crash in 4.21. It is rewritten as GIsSavingPackage = true in UPackage::(Save() when Blueprint is saved, but it's rewritten as false in 4.21. Workaround Do not set the String Tab ...