When a GameplayTagQuery variable is edited from inside of a DataAsset, the editor crashes when the changes are saved. This could be related to a bug that was fixed previously: [Link Removed] Regres ...
Custom depth does not render on static meshes converted to blueprint without render custom depth option enabled. This issue does not affect objects that are added as a component to a blueprint. To w ...
When migrating from the version before 4.20 to the version after 4.20, opening the level sequencer will crash. I think that there is a problem with conversion from SnapTimeInterval (FixedFrameInterv ...
Context: In PCG, the Attribute Remove Duplicates node can be used to remove duplicate attributes from an array. Problem: The licensee has observed that using the Attribute Remove Duplicates node ...
Calling SetKeyTime in iterating KeyHandlesToIndices array can modify the array order, so it breaks the iterator. Perhaps ShiftCurve also has the same problem. Here is a work around: void FIndexedCu ...
The end of the level visibility section places a DeterminismFence. This causes the issue. The fence clips the frame range and produces a discontinuous frame ranges, e.g. 23201~24000, then 24001~24 ...
This is a slightly trending crash after the 4.17.2 hotfix, although it has occurred since 4.17.0. Users have not provided any description of their actions when the crash occurred. The callstack is ...
Instanced Static Mesh components created through the Construction Script aren't visible in Standalone Game. Collision is still present. They are visible in all other play modes and if created on Eve ...
This is an infrequent commandlet crash that has affected a number of users exclusively in 4.17.1 (possible regression from 4.17.0?). There are also two instances of older cases in 4.13 and 4.15, bu ...
It seems that "Enabled per poly collision" with "Support compute skincache" causes a crash at runtime immediately. We can easily reproduce it with ContentExample. The logs at the crash timing... L ...