When checking the "Pause on Impact" check box within the details panel for the InterpToMovement component, the editor crashes ...
'Set Playback Position' node fires Timeline event even if 'Fire Events' is set to false. User Description: Basically using the set playback position node to set a new time position for a timeline ...
This is in general not encouraged, but should not crash. The reason it's crashing is that in UBehaviorTreeComponent::Tick we process node ticks first and then try to access InstanceStack[ActiveInst ...
If a user manually created a UBehaviorTreeComponent for his custom AI controller, but forgets to set AIController.BrainComponent to point at that BT component then a fair amount of assumptions break ...
Attempting to create a class with the parent set to Trigger Base, Trigger Box, Trigger Capsule, or Trigger Sphere will fail to create the class ...
When an Arrow Component is added to a blueprint and made visible in Game, a GPU Particles collision will fail until the arrow component is outside the Camera Frustum or turned back to hidden in game ...
Actors destroyed are set to 0,0,0 for one frame, which causes collision temporarily before they are completely removed. This only occurs on objects that are attached to a component using the attach ...
Lighting does not properly affect landscapes that are below another landscape, even after static lighting resolution is increased. This results in some areas that should be completely shadowed to ha ...
We likely have several places in the editor that convert text taken from an editable text into an FName without ensuring that the string will fit into an FName. This can lead to editor crashes. One ...
While using an Actor Component, Simulate Physics cannot be toggled with a Click Event if Substepping is enabled. If Substepping is off, everything works fine. This seems to only happen if an Actor ...