the editor Crashes when trying to "Update Mesh Section" on any procedural mesh just after "Clear Mesh Section" and "Create Mesh Section" for different vertices and triangles. Found in 4.19 CL# 4033 ...
When destroying an Actor with a Procedural Mesh Component; that is stored in an Array Variable, the memory for that Actor's Procedural Mesh Component is not cleared, leading to a Memory Leak. Howeve ...
If dynamic bindings are being used in a custom code class from which Blueprints are derived, any hot reload will make the bindings a permanent part of the Blueprint and they cannot be removed or cha ...
With ray tracing turned on, clicking on the isolate material option next to a material slot on a skeletal mesh with more than one material slot, causes the editor to crash. Found in 4.22 CL# 7053647 ...
Editor crashes after exiting a play in vr session with -Vulkan enabled Exclusive to Oculus Rift ...
Trying to open a project that uses the Script Plugin in a binary version of the Engine that has been created from an Engine built from source code will fail. The Engine is looking for the file Unrea ...
This looks to occur because of the order in which the OSS Adapter module and Steam OSS module are shut down. The OSS Adapter holds onto references to the OSS's interfaces, so when the Steam OSS modu ...
Attempting to create a local binary build of the Engine for the iOS platform using BuildGraph is currently failing. While trying to build UHT for Mac using a remote build, the build fails because it ...
In BlueprintCompilerCppBackendUtils.cpp: #define MAP_BASE_STRUCTURE_ACCESS(x) \ BaseStructureAccessorsMap.Add(x, TEXT("#x")) Needs to be changed to: #define MAP_BASE_STRUCTURE_ACCESS(x) \ ...
Blueprint assets that utilize an array "swap" node to swap elements cannot currently be converted to C++. Current workaround: Either avoid use of the "swap" node or exclude the Blueprint asset from ...