Certain Map container calls (e.g. Find, Add) will fail to compile at packaging time if a Blueprint class containing a Map variable with a user-defined enumeration as the key type is nativized. This ...
No user comments in crash group 771 void FStaticMeshRenderData::AllocateLODResources(int32 NumLODs) 772 { 773 check(LODResources.Num() == 0); 774 ***** while (LODResour ...
Crash adding subscene to a looped subscene. Note this did not repro with brand new sequences not sure what's different about this older content. This also occurs in Release-5.0. ...
Landscape Materials which use the new Grass Output and have Tessellation turned to PNTriangles will crash the engine Also reproduced in Main Promotable-CL-2550487 & Releases/4.8/Promoted-CL-255045 ...
The game crashes because of a nullptr SkinnedMeshComponent in FSkeletalMeshObjectGPUSkin::GetUsedVertexFactoryData when r.PSOPrecache.Resources is enabled and a skeletal mesh is loaded due to a new ...
Comments from users:Yeah lost all of my work. Tried to save again as a new name and crashedTried to save map as a new name. Lost a bunch of work.I saved as another level and it closedTried to save m ...
In some occasions, engine code iterates over a certain subsystem type by calling FSubsystemCollection::GetSubsystemArray() and then calling some method on all subsystems of the returned array. This ...
This happens because the Blueprinted component is not also enabled for nativization, but the nativized Actor BP tries to use it as a native class type. Current workaround: Ensure that the Blueprint ...
Crash occurs when the user closes an animation blueprint after compiling it. This does not occur in Main. ...
SkeletalMeshSimulationComponent does not effect the simulation of geometry collections to interact with skeletal meshes and setting the component to dynamic results in a crash. ...