The licensee shared information that a Null check on the following Actor can be used as a workaround. static TArray<UActorComponent*> GatherHLODRelevantComponents(const TArray<AActor*>& InSourceAct ...
Users are experiencing this crash on launch. They all appear to have identical machines for the most part. They've tried different GPU's though. See the additional info URL [Link Removed] [Link ...
When deserializing a TMap<FString, FString> with the JsonStructDeserializer, the Engine crashes. ...
USkeletalMeshComponent::USkeletalMeshComponent() caches off the teleport values for later use and then ignores the exposed values entirely. This should not be the case. We either need to detect chan ...
Since the last engine merge in FN Main, any mesh that silhouettes against DOF will produce a bright, halo like effect on the outside edge. The further away the background is from the silhouetted mes ...
Create ActorBP has StaticMesh is not assigned to HierarchicalInstancedStaticMeshComponent. Place this actor on the level, and bind the StaticMesh from the Detail tab and add the appropriate Instance ...
check(0) is used in UpdateComponentCount () of LandscapeEditorObject.h. This looks like an intentional check, but there is a possibility that the user may mistakenly select it. ...
This does not happen in 4.25.4. It has been confirmed to occur with 4.26.2 and UE4main. After playback is complete, a large amount of stalls can be seen in Insight. ...
Created based on user report. The constructor of FGameplayEffectCustomExecutionParameters generates a FActiveGameplayEffectHandle that gets put in GlobalActiveGameplayEffectHandles::Map and stays t ...
Data: [Link Removed] I also tested other E57 files, and they were possible to import. This one is from RTC360. [Image Removed] ...