An ensure is hit for static raytracing geometry because skeletal mesh assets that had ray tracing disabled were not handled in: FSkeletalMeshSceneProxy::GetStaticRayTracingGeometries The concurrent ...
The viewport cursor will continue to display off of the actual viewport until the widget ends if the border component actually extends. This has not been tested with any other template. Regression ...
If a user edits a instanced variable which is nested inside two other instanced variables in blueprint editor, a crash will occur ...
Calling Get Material Index node with an invalid slot name will produce a return value of -1. Passing this value to a Get Material node causes the editor to crash. ...
If you merg actors with LODs with the setting LODSelection Type set to "Use all LOD levels" then apply a material to the element 0 assigned to LOD1 the engine will crash. NOTE I wasn't able to rep ...
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 ...
Error message: Stack overflow - code c00000fd (first/second chance not available) Source Context: 687 if (SyncGroup != NAME_None) 688 { 689 CollectMarkers(); 690 ...
When re-arranging an array that has been added to a character blueprint, the array adds an empty value to element [0] and leaves it in a broken state. I tested this using the Level blueprint as well ...
This is not a regression. This also occurs dating back to 4.15 and 4.14. The editor crashes on this check in FLevelEditorActionCallbacks::Paste_CanExecute() when updating the Edit menu state: chec ...
Toggling Lock, Pin, Ignore on subsequences or adding new transform key on a character inside a subsequence the Actors lose the LevelSequenceActor transform offset they have at preview and go back to ...