From file [Engine\Source\Runtime\Experimental\Chaos\Public\Chaos\AABBTree.h], function Chaos::TAABBTree<>::GetAsBoundsArray(): bool GetAsBoundsArray(TArray<TAABB<T, 3>>& AllBounds, int32 NodeIdx, i ...
Context: The Niagara System is the primary tool to do visual effects inside Unreal. Niagara systems can be culled due to distance. Problem: Once a deactivated Niagara System is culled due to distan ...
Context: GameUserSettings stores user settings for a game, for example graphics and sound settings. The Scalability settings provide a way for to adjust the quality of various features in order to m ...
Setting Allow CPU Access on the mesh, or setting bSupportsManualVertexFetch=1 in Engine.ini, avoids the crash. ...
The engine crashes when renaming a localizable asset inside an L10N folder. The engine attempts to associate it with the original localizable asset, but it is unable to find it and ends up accessing ...
UAbilityTask_SpawnActor::BeginSpawningActor assumes the incoming AActor*& SpawnedActor parameter is nullptr if no actor was spawned, but it does not initialize the parameter at the start of the func ...
Starting with UE 5.4, function FNiagaraRendererRibbons::GenerateDynamicData() from file [NiagaraRendererRibbons.cpp] attempts to calculate DynamicData->MaxAllocatedCountEstimate as such: DynamicDat ...
When a client sends a request with no passphrase to Unreal Remote Control's "/remote/batch" endpoint, and the plugin is configured to not perform passphrase verification, the Editor will crash as so ...
Values changed to an inherited Struct variable in a Child Blueprint will be kept after compile, but any not changed will be set to 0s. ...
After compile, spawnable actor is stuck in spawned state ...