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 ...
ChaosCacheManager is not properly recording the state of each particle when toggling Fields and Anchor Fields in the scene. During my investigations I've noticed that ChaosCacheManager does not reco ...
Generated from CrashReporter ...
Blueprint Node "Get Actors" for Layers in Level Blueprint causes crash in Packaged .exe The Blueprint node "Get Actors" for Layers in the Level Blueprint causes an instant crash in a built developm ...
The Remove-On-Break (ROB) feature, set on Fracture Mode on Geometry Collections (GC), was supposed to make the particle shrink until it vanishes. When the GC goes to sleep the shrinking stops and sh ...
Essentially, when set to "Overlay Fill Screen," the Bink Media Player will render the last viewed frame over all game levels in PIE, without actually playing the video or being given any sort of pla ...
This is an editor-only crash that's due to stack overflow/infinite recursion in UInheritableComponentHandler::FixComponentTemplateName(). We are recursively trying to rename other inherited componen ...
UnrealHeaderTool is always executed in a Code Project from an InstalledBuild Discovered during the verification of [Link Removed], as stated when verifying that issue, this issue only occurs in Bin ...
Listen For Input Action firing erroneously. Confirmed in 4.26 MAIN @ CL 11536993 ...
In general, UPROPERTY(VisibleAnywhere) makes a property ineditable. But, if the type of a property is FMovieSceneObjectBindingID, VIsibleAnyhere no longer prohibits it from editing. [Image Removed] ...