FAnimInstanceProxy::LODLevel isn't initialized before it is used in PreUpdate, causing UB on the first call. ...
Having multiple sockets selected results in a crash when attempting to change the names of them all at once. The box to change their names appears to be grayed out but you can still click into it. U ...
Spawning a poseable actor with a delay causes the Editor to crash. ...
Generated from CrashReporter ...
An anim composite will freeze the editor if one of its animation segments has a a notify and a length of 0 or less. Debugging shows that the engine is stuck inside UAnimSequenceBase::GetAnimNotifies ...
When any of the inputs to a fast path node are connected from a struct member from multiple splits or splits combined with breaks, all input connections to the node will be effectively ignored, inst ...
Using more than a single break struct node in sequence (despite no break nodes performing calculations) disables fast path. Splitting structs instead does not cause this issue. ...
In UPoseAsset::GetAnimationPose after the curves are blended the all out pose's rotations are normalized for each track instead of just the specific bone for that track (See linked UDN for more deta ...
AccumulateCurveMetaData makes calls to MarkPackageDirty even when the data hasn't changed. ...
Switching sub anim instances that have a set tag will crash the editor when compiled. This is likely due to the use of Tag as the object name. The tag does not change, and the old UObject is still a ...