Attempting to duplicate an instance of a Blueprint in a level where the parent code class has overridden PreEditChange() without including a call to Super results in the Editor crashing. ...
The editor will crash when using Mesh Reduction on an asset imported using the FBX Scene Import options. This same asset will not crash the editor if it has been imported using the normal Import opt ...
When trying to make a prefab (using the Convert Selected Components to Blueprint Class method )out of existing blueprints the editor will crash. ...
Frequency: 2/2 Crash Reporter: [Link Removed] Editor crashes if the option: "Convert Selected Components to Blueprint Class" is selected from main editor viewport>Blueprints context menu. This occu ...
When renaming actors during PIE the actor generates a new, non memory/temporary, actor package underneath the PIE world- this is then causing checks in EnumerateMemoryAssetsHelper (in AssetRegistry. ...
Landscapes should not be able to be animated in sequences, and should not appear as options for sources in take recorder. ...
This is not a regression. Tested in //UE5/Release-5.1 CL23901901 Editor crashes with an assertion after interaction with an Instance Static Mesh component that is in a locked level. This doesn't af ...
When Simulating, or Playing-In-Editor and ejected, modifying an actor in the editor world causes the SIE/PIE runtime actor to recreate its blueprint added components via AActor::RerunConstructionScr ...
It's possible for there to be multiple instances of the same sequence in the evaluation states cache if the same sequence is used in multiple sub-sections. Caches are never removed from the evaluat ...
If the user creates a function with local variables and then collapses the variables down into a collapsed graph and then duplicates this collapsed graph the variables in the second graph will be gr ...