REGRESSION: Yes, the crash does not occur in 4.18. A crash occurs when the user force deletes an actor blueprint that is being used as a child actor component in another blueprint that's in the lev ...
No user comments in crash group 620 FSetElementId FindId(KeyInitType Key) const 621 { 622 if (Elements.Num()) 623 { 624 for(FSetElementId ElementI ...
Comment for user in crash group:Just add automotive project to my account, add it as 4.18, and each time trying to laod it, it crashes... 174 if (GWarn) 175 { 176 GMallo ...
User reports hitting an assertion due to invalid FTickTaskManager state when game is attempting to unregister a tick function that was previously disabled dynamically. Failed assertion is in FTickT ...
This also occurs in 4.19 so does not appear to be a regression. The Nav Link shows up correctly in the Main editor viewport when the component is selected. ...
User report of an assertion that fires on editor reload during an attempt to reload an AIController-based Blueprint class with a dependency on a child Blueprint class, both created in a previous edi ...
Setting the name of a State or Conduit node to an extremely long string causes a crash This issue is not a regression. ...
Enabling bUseLoggingInShipping for a project prevents the project from being built for Shipping if the project includes replicated properties. This is only an issue with binary builds of the Engine. ...
In a 4K environment, enabling windows animations along with high DPI causes some jittering in the menus. ...
Per poly collision does not update/follow the mesh when the mesh is moved via Blueprint Does not occur in 4.18 ...