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 ...
Runing PlayInEditor with NetMode PlayAsClient, a LevelSequence that AutoPlays in the level, contains a Spawnable BP_ThirdPersonCharacter with an animation, and is also opened in Sequencer, leads to ...
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 ...
Encountered a crash during the garbage collection phase when using sequencer conditions with subsequence tracks. Specifically, objects appear to break the "Disregard for GC" assumptions. ...
Setting a ParticleSystem component in a Blueprint to none/null with a "Set Template" node causes the editor and the packaged project to crash. I have noticed this when migrating my game to 4.22, whi ...