If a static mesh is being used by the foliage tool and then deleted in the content browser, the foliage tool will retain a copy of the object and crash the editor if the foliage window is selected a ...
A crash can occur if multiple Actors are spawned/destroyed simultaneously, with each Actor loading an asset when it is spawned. This does not occur 100% of the time, but it does occur quite frequent ...
Adding more than two custom Volume classes to a plugin results in any project that includes that plugin crashing when opening it in the Editor. There does not appear to be a problem with adding thre ...
Changing the screen settings to Fullscreen through code or blueprints results in a crash. This only happens in the source version of 4.23 and does not occur in the binary version of 4.23. I have att ...
Editor crashes when removing a widget from the viewport via Event Destruct. This appears to happen when using the Stop button during PIE ...
If the UPROPERTY() specifier "VisibleDefaultsOnly" or "EditDefaultsOnly" is used on a component reference that is attached to the root component selecting the actor with this component in the world ...
After enabling Light Propagation Volumes with the console variable r.LightPropogationVolume=1, opening or creating a material with the subsurface profile model will crash the editor. Broken in 4.6. ...
It seems that changing the name of a variable inside a struct that is being used by a Control Rig variable causes a crash. Additionally, after making the change and recompiling the Control Rig bluep ...
Clients crash when being part of a Seamless Travel if there was an active particle system in the level that was spawned at runtime. If the travel is not seamless, the particle system is placed in th ...
If a new editor plugin has a button added with OnClicked functionality, the editor will crash immediately when accessing the plugin. Removing the OnClicked portion of code allows the plugin to be a ...