SetHitResultFromShapeAndFaceIndex crash

UE - Simulation - Physics - Nov 15, 2019

SetHitResultFromShapeAndFaceIndex calls  if(PxMaterial* PxMat = PShape->getMaterialFromInternalFaceIndex(FaceIndex)) { OutResult.PhysMaterial = FPhysxUserData::Get<UPhysicalMaterial>(PxMat->userD ...

Product Viewer Template does not in standalone and VR

UE - Editor - Content Pipeline - Datasmith - Importer - Dec 7, 2018

Gameplay Tags with the string "None" as any of its hierarchical node identifiers behave incorrectly (because of an incomplete generated FGameplayTagContainer::ParentTags array)

UE - Gameplay - Nov 19, 2024

Currently, using the string "None" as a hierarchical node identifier inside a Gameplay Tag (for example "A.B.C.None.D.E.F") is not disallowed by the engine, but results in some incorrect behaviors. ...

Infinite loop error message does not help and spawns too many messages

UE - Gameplay - Blueprint - Dec 17, 2014

The infinite loop reporter is reporting every infinite loop by popping up a window for each problem loop. So if you have an actor with 3 loops that trigger the infinite loop error and then you have ...

Packaged game/Editor with Stereo Layers crashes when exiting game through steam VR overlay

UE - Platform - XR - Jan 29, 2018

It also happens in VR preview in the editor. ...

Crash creating local variable in ABP function

OLD - Anim - Dec 5, 2019

Creating a local variable in an ABP function crashes ...

Shipping builds do not execute .exe

After playing with it and attaching in the debugger, it's sitting forever in MigratePreviousEngineIni(). It seems to be looping on DirectoryExists forever, likely here: while(PreviousVersion.GetMi ...

Sprite sheets with modified textures don't reimport correctly

UE - Gameplay - Paper2D - Mar 17, 2015

Also reproduced in Main Promotable-CL-2479729 paper2Dsprites assets created from Texture Packer can no longer be reimported into the engine with version 4.7 ...

Crash Occurs While Slicing Procedural Mesh Component

UE - Gameplay - Sep 19, 2016

A crash is occurring when attempting to slice a procedural mesh that has the Create Other Half option enabled. Found in 4.13.0. Reproduced in Main CL 312 ...