When using a state tree that has a StateTreePropertyRef as a parameter in parallel any references will fail to resolve using the GetPropertyRef node. ...
Context UITag and UIActionTag are blueprint-exposed struct classes that derive from GameplayTag. GameplayTag variables can be compared in blueprint with ==. Under the hood, the node maps to UBlue ...
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 ...