The ensure in APlayerState::OnRep_bIsInactive may be hit due to the player state being replicated before the game state. The check is necessary for making sure the game state is available, but the e ...
Changing levels with an auto-released particle system will cause cooked builds to crash. This is a regression. This crash does not occur in 4.25 ...
The class UFbxExportOption is not specified as a blueprint type, so it cannot be constructed in blueprints. This class is needed for exporting FBX files from a sequence, which means this functionali ...
UDN customer reported that using automated groom import through Blueprint was crashing. This can probably be reproduced with a Python script using an asset import task with the automated flag set to ...
Crash seems inconsistent, doesn't seem to happen every time. You may have to change the variables and re-compile through the editor a few times to get it to trigger. The crash did occur for me when ...
Assertion failed: SoundWave->GetPrecacheState() == ESoundWavePrecacheState::InProgress The above assertion fail was seen when played in standalone mode. Play-In-Editor mode (PIE) is working as exp ...
[SM5] /Engine/Private/VolumetricCloud.usf(118,33-53): error X3018: invalid subscript 'VertexId' This is happening in VolumetricCloud.usf, but it seems that I can avoid the error by adding the follow ...
When NetworkRemapPath was refactored in 4.26 to support replay connections via the rep graph, the check for duplicate level id on the driver was lost in the new code path. This causes the demo driv ...
The attached FBX file is getting a nameclash error when imported. This content is licensee content please delete after using. This issue is NOT occurring at 4.25.4 Binary @ CL 14818863 Marked as ...
The proposed solution here is to make the casing of the path provided to the hashing function for the mutex consistent with something like:publicstatic string GetUniqueMutexForPath(string Name, stri ...