Adding more than 8 connections to or from a state in the state machine results in unpredictable behavior, like causing an animation to fail. (See image.) Was able to reproduce with user's test file ...
Context ActorComponents can schedule an end-of-frame update for themselves by calling UWorld::MarkActorComponentForNeededEndOfFrameUpdate. The UWorld will iterate all those actor components once pe ...
Using the Oculus Hand component in a blueprint pawn will cause the engine to crash. This occurs using the Native OpenXR with Oculus Vendor Extensions in the XR API. If the user switches to Legacy Oc ...
Does not occur if the root widget also disables the fast path. As a result, the current workaround is to ensure that the fast construction path is also disabled on the parent widget by making sure ...
When creating an Actor, and placing them inside of a geometric obstacle. GetRandomReachablePointInRadius is giving only non reachable points. The behavior happens when we set our navigational mesh b ...
Running into an intermittent crash in MetalRHI when locking to a camera cut in a level sequence. Very similar to [Link Removed] which is an NVIDIA GPU. ...
The editor is crashing when attempting to hide a bone using the Hide Bone by Name node after using the Set Master Pose Component. ...
This report has been logged due to a high volume of submitted crash reports. Additional information is not currently available. User Descriptionsi create A game ENd Crashi was trying to create a l ...
Testing Vulkan DLS and hit this crash when running the app on Nexus 6p. This crash does not reproduce on Nexus5_4012_Adreno 330 ...