When Calling UBlueprintMapLibrary::GenericMap_Find with a non-existent key, the function construct the default structure in-place on the given pointer without destroying the object. This behavior ca ...
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 ...
Hello! We have encountered a bug with the Interchange pipeline. When an interchange texture import is cancelled due to non-power of 2, and then the same texture is imported again without any change ...
When a small external force is applied to the rigid body, the VSmooth value is reset in the ResetVSmoothFromForces function. Since this function ignores the current velocity, a very small velocity ...
Asset returns after being deleted from the content folder while the editor is open. A deleted asset comes back and does not prompt to save it. This leads to the asset being removed when the editor i ...
This is a common and longstanding crash that has occurred since at least 4.15 and affected nearly 500 users. The CrashGroup was previously linked to [Link Removed], but that had specific repro step ...
This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Source Context: 165 return *VertexFactoryTypeIt; 166 } 167 } ...
Note : Reopening the level sequence causes ensure failed. (also see callstack) LogOutputDevice: Error: === Handled ensure: === LogOutputDevice: Error: Ensure condition failed: InstanceRegistry->I ...
When creating a new NiagaraSystem, the DefaultEffectType set in ProjectSettings should be reflected. If another EffectType is already set, it should be respected. The problem here is that when creat ...
Instance overlap functions for Foliage Instanced Static Meshes detects instances incorrectly. I was able to see this occur with both the Sphere and Box functions. In addition, I drew out debug sphe ...