No user comments in crash group 1785 int BreakPoint = 0; 1786 1787 // Assert with detailed information if the shader wasn't found for rendering. 1788 // This is usua ...
You cannot use the key value combo "Alt + F4" as the input for an Action Mapping, whereas you can use "Alt + other F keys" as inputs. (Alt + F4 is a command to close programs in Windows) Expected: ...
The gameplay tag system depends on tags being registered with the global manager as valid in order to correctly read them off disk. Two different issues are combining to cause a confusing ensure and ...
User report of an assertion that fires on editor reload during an attempt to reload an AIController-based Blueprint class with a dependency on a child Blueprint class, both created in a previous edi ...
FBodyInstance::Weld did not check to see whether or not child components were already welded to a parent. This meant that whenever Weld was called, ShapeToBodiesMap would continue to grow in size, e ...
I noticed this after packaging multiple samples projects on Windows for Linux and running them on my Linux machine. The project exited cleanly, but there was a crash and callstack generated in the ...
Linked animation graph doesn't trigger anim notifications on dedicated server. There is no expected message in log: LogBlueprintUserMessages: [HitReact_AnimBP_C_0] Client 0: HitNotify IsServer: tru ...
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 ...