Destroying a welded actor is causing an Array index out of bounds crash on 5.6. The licensee has provided a repro project that reliably causes a crash whenever the spawned actor is destroyed. There ...
An actor instance's editor added components can fail to attach to the root component of the actor when changing the native root component's mobility from static to movable. The failure happens durin ...
Crash when opening a new level with reopened EditorUtilityWidget after opening and closing it multiple times. The cause of this issue is that UEditorUtilityWidgetBlueprint :: UpdateRespawnListIfNee ...
From Licensee: Catching the exception with debugger allowed us to find a list of materials on the hlod mesh on which the error occured and we were then able to link it to one of our meshes causing ...
This issue may be badly implemented, but the reference to the VTable may be incorrect during a hot reload. Crash always in sample project. Summary:Call ForeachRow function in Custom Struct constr ...
Calling ServerTravel with bShouldSkipGameNotify set to false results in a crash. The reproduction case provided is in PIE but this also occurs in a packaged game Regression?: Yes This did not occur ...
If use Get Start/End Frame (Seconds) with GetStartFrame has a section isBounded is False, eg 3DTransformSection, editor will be crashed. Specifically, a following code occur crash. inline FFrame ...
Launch On crashes on a Android devices if networking is disabled. This used to work and should not crash. ...
When Simulating, or Playing-In-Editor and ejected, modifying an actor in the editor world causes the SIE/PIE runtime actor to recreate its blueprint added components via AActor::RerunConstructionScr ...
This issue doesn't occur at 4.21. It seems in 4.22 only. Bone is broken in the second SetAnimInstanceClass. It seems CurrentReadComponentTransforms doesn't update. [Workaround] ・Wait using timer ...