Crash reported through UDN. With ZenLoader enabled, deleting a level instance and triggering Undo causes a crash in ULandscapeComponent::PostEditUndo() The user has provided an example project th ...
If forward shading is enabled and shadows are disabled, adding an actor with a SceneCaptureComponent2D and static mesh to the viewport will cause the editor to crash. Regression: Yes - this crash o ...
A Client connected to a Server that then destroys the session and rejoins will be disconnected after a short time. Unable to reproduce in a new project, however this has been reported multiple times ...
From UDN: The reason it crashes is because Child doesn't get garbage collected, which is because it still has the RF_Standalone flag. UEditorEngine::EditorDestroyWorld clears RF_Standalone flag ...
A user reported that attempting to create an installed binary build of the Engine using BuildGraph will fail. This seems to be because we include the UE Simplygon implementation, but do not disable ...
In the SkeletalMeshBuilder, Nanite is generated when enabled regardless of the LOD being requested. Since the Nanite enablement parameter is set on all LODs in USkeletalMesh::BuildLODModel and LODs ...
Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 785] Array index out of bounds: 2 from an array of size 2 Source Context: 363 return OwnerController->GetPawn(); ...
If a client hitches while a server performs a seamless travel, the client will get multiple lines of logspam of these warnings:Warning: UActorChannel::ProcessBunch: SerializeNewActor failed to find/ ...
This report has been logged due to a high volume of submitted crash reports. Additional information is currently unknown. User descriptionsDeleted 3 rocks from mesh folder and accepted to delete e ...
Licensee wants to be able to import skeletal meshes which have Vertex Colours (their entire game is Vertex Coloured) and Morph Target animation, but they're seeing a crash when toggling Vertex Color ...