The flow of execution, shown while debugging a blueprint, does not show for the execution pin that comes from the Input node of a collapsed graph. It shows for the rest of the graph. Regression?: N ...
Attaching / Detaching a blueprint actor to a player in a network environment causes location errors when the detach occurs. Even without the attach events being replicated or the blueprint's movemen ...
This is a Mac commandlet crash that is experienced by a few external users. ...
Was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Assertion failed: Mips.Num() > 0 [Link Remov ...
This crash seems to be related to or a continuation of [Link Removed], where that specific CrashGroup stopped receiving new crashes after the 4.10 release. This one has occurred from 4.13 - 4.15 (s ...
Currently, there are several places in FAnimInstanceProxy and FAnimNode_Base (and derived classes) that rely on FindFunctionByName in order to resolve transitions, evaluate pins, etc. This can happ ...
FPropertyEditorInlineClassFilter IsUnloadedClassAllowed and IsClassAllowed use the confusing IsA semantics. In the IsUnloadedClassAllowed, the usage seems wrong completely. It seems like the real i ...
I think this issue is mostly caused by users accidentally pasting a lot of text from (for example)a blueprint node while renaming a component. All you have to do is have a BP node in your clipboard ...
When adding/removing pins on a Switch on Gameplay Tag Container node, it can cause a crash. There are multiple ways to get this to happen when deleting pins, the order given in the reproduction step ...
It seems that in CoreNet.h, there are two constructors declared. However, only the first constructor is defined in CoreNet.cpp. If you look in CoreNet.h, you'll notice that FNetBitReader( int64 In ...