As part of RecreateClothingActors(), the master pose component is not checked for a valid mesh and therefore when TransformComponent->GetComponentSpaceTransforms() is indexed into, crashes can occur ...
Closing a shape with the pen tool and then hitting enter will cause the editor to crash ...
Changing area light settings in blueprint will Cause a crash. Found in 4.20 CL# 4302132 and 4.21 CL# 4307852 Unable to test in 4.19 due to provided project being in 4.20 ...
Declaring a TMap with an FIntVector key (ex: TMap<FIntVector, int32>) will cause the editor to crash when adding an element to the map. ...
Can attach actors to each other through the use of sequencer even though actors are in different levels which leads to crashing when saving and changing levels F3DAttachTrackEditor::IsActorPickabl ...
Create a blueprint based on actor, give it a SceneComponent named ExampleComp (BP_TestActor) - this should be the blueprints only componentCreate a new level (TestMap), place an instance of the bluepr ...
When duplicating multiple components at once it appears to crash the editor. Regression: Yes, this appears to be working in the previous version of the engine (4.21.2-4753647) ...
A GameplayAbility that destroys its owning actor inside ActivateAbility() causes a crash, because actor destruction will modify the ability list but ActivateAbility() is called within an ABILITYLIST ...
When setting the console command r.shadow.MaxResolution to a value of 1 will cause a crash. CrashReporter: [Link Removed] ...
When you place a Skeletal Mesh using a Simulated Physics Asset into a Blueprint, check Always create a Physics State and Save BP, crash. [Link Removed] Also reproduced in Main Promotable-CL-259954 ...