While reviewing [Link Removed] test case, I hit the following crash opening the TM-MeshPaint level. On first attempt shaders were compiling, on attemps after, editor crashes much faster. ...
Note: This happens with "Exclusive" nativization mode as well. This occurs because the nativized UDS 'GetDefaultValue()' method is generated into a .h file rather than a .cpp file. This creates a c ...
When called from Python, in 5.1 the load level invocation results in a kernel panic style crash of the editor, with a message about the map leaking memory and not being able to be garbage collected ...
The crash occurs when FWorldPartitionHLODUtilities::BuildHLOD attempts to build an approximated mesh that has all of its contents culled during generation, this can happen when an approximated mesh ...
The primary shader crashing is "FVisualizeLumenSceneCS" which I've put in the callstack section, but I think this is more likely a binding problem as I'm also see the following crash with cloud shad ...
see repro steps: direct crash the material comes from FAB model: [Link Removed] ...
Copying a Folder in Sequencer and later Pasting it inside Sequencer is resulting in loss of Components. The pasted folder is not respecting the structure that was copied. This issue only happens on ...
From the body of the ticket: We aim to do as much of the work off the game thread as possible to avoid impacting frame rate. We've recently found a crash during collection of the geometry slices fr ...
This is a regression. Tested in //UE4/Release-4.27 CL18319896 Editor crashes when keying a frame to an Animation from Pose with Appended Frames. ...