This project crashes when one Blueprint is compiled if its child Blueprint is opened in another tab. This only occurs with one Parent/Child combination: the crash occurs when compiling Building whil ...
This is not a regression. Tested in //UE5/Release-5.0 CL 20979098 Building Packed Level Actors causes references to break in the Packed level Actors' Blueprints. Rerunning the Build > Pack Level Ac ...
User reports of stack overflow happening in canRemoveVertex in DetourTileCacheBuilder.cpp if a poly has more than 16 vertices. The array for edges is a fixed array and is written to without checking ...
No user comments in crash group 771 void FStaticMeshRenderData::AllocateLODResources(int32 NumLODs) 772 { 773 check(LODResources.Num() == 0); 774 ***** while (LODResour ...
SetGamePaused on EventDestroyed crashes the editor on compile. Reproduced in 4.7.3 binary and Main (//depot/UE4/Promotable-CL-2496752) Crash Report: [Link Removed] Call Stack: UE4Editor_Engine! U ...
If you enable VR Mode auto entry, close the project, and then attempt to launch the engine again from the Binary launcher while the HMD is active (being Worn), the Project Browser will crash ...
The Custom Side Vector facing mode is no different than the Custom facing mode on Niagara ribbons. The linked UDN has more information on a potential cause, as well as a proposed fix. It looks like ...
The normals for each sprite in a grouped sprite component are always as if the sprites were rotated (0,0,0), which is incorrect. Each sprite should have correct normals and look the same as if it w ...
"By default, the device profile for android_high (which is used by phones such as the galaxy s8 and s9) gives a scale factor of 1.0 resulting in 1280x720. When choosing a ~2:1 device such as the gal ...
While trying to create a C++ actor to test if it can be created with a custom Copyright notice specified in Project Settings, the Live Coding window returns a "Build failed" and error of: "ERROR: U ...