This ensure has occurred with some frequency in the 4.14 and 4.15 releases, and has been reported in the linked UDN post. Though this Jira links to one specific CrashGroup in CrashReporter, there a ...
Instanced EditInlineNew objects are kind of broken right now and hard to make full use of. In addition to the notes above, there are some cases where you can't even assign new values into the base c ...
When using UMeta on Enums, text is ignored when doing Enum to String on a packaged project. ...
Blueprint Node "Get Actors" for Layers in Level Blueprint causes crash in Packaged .exe The Blueprint node "Get Actors" for Layers in the Level Blueprint causes an instant crash in a built developm ...
After a take record within multi-user has completed recording, and with Toggle Multi User Take Recorder Sync enabled, any other control boxes with the ICVFX window open to UV view will flash with th ...
Under some circumstances, a character falling and sliding along a sloped surface may get hung up near the bottom of the surface before actually landing on the floor. This seems to occur when slidin ...
The order of passes related to Decal rendering (without the DBuffer) and CustomDepth is changed by the CVar "r.Lumen.AsyncCompute", even when Lumen is not enabled. This causes Decal Materials that ...
This is an editor-only crash that's due to stack overflow/infinite recursion in UInheritableComponentHandler::FixComponentTemplateName(). We are recursively trying to rename other inherited componen ...
This is a regression, it worked correctly up to UE 5.4, but repros on UE 5.5 and 5.6. Also, this seems related to [Link Removed], which was fixed by CL 40649716/40649749 and integrated into UE 5.6, ...
If a static mesh component is added to a scene component class and the scene component is added to an actor - the static mesh that is assigned in the blueprint will not show up in the blueprint edit ...