To summarize what I'm seeing there, a bunch of UObjects relating to that world have been destroyed but not all destructed. The UAutoDestroySubsystem pointer is still on the static tickable list, and ...
For TMap variables of type struct created in blueprint, if change the default value in child blueprint and compile, it will restore to the default value of the parent actor. This problem does not o ...
Crashes when loading an actor that inherits from AInstancedPlacementPartitionActor. There is a serialization size mismatch. ...
This is general for any UV channel past what the static mesh has, rather than specifically for UV channel 1. ...
PCG causes crash when UGrassInstancedStaticMeshComponent is set as a mesh entry for the static mesh spawner node. ...
When static lighting is baked using CPU lightmass for a nanite-enabled landscape it causes an editor crash with this assert: ...\Lightmass.cpp] [Line: 546] Attempting to add the same material twice ...
[2024.08.30-22.12.22:384][ 73]LogWindows: Error: appError called: Assertion failed: CurrentGPUVirtualAddress != 0 [Link Removed] [Line: 659] Disabling shader optimisation can crash the editor when ...
There is a discrepancy when inspecting Substrate materials in the Lumen Performance Overview. Compared to viewing non-Substrate materials the overview show all surfaces in red indicating that Lumen ...
When attempting to use console variables to render the BaseColor output, the GBuffer overview or GBuffer normal output is rendered instead. Using the commands in the Editor viewport shows the BaseC ...