Running a Screenshot Functional test, is causing an engine crash. By attaching a debugger to it, AScreenshotFunctionalTestBase::PrepareForScreenshot() is reached and GEngine->GameViewport is null, ...
Encountered an Access Violation crash while deleting an Widget Blueprint with an unsaved Animation Track. The callstack references FSequencer::Tick(). I was not able to reproduce this issue in UE4/ ...
This is a common crash in 4.16 and trending in the 4.17 previews. It can be reproduced by clicking on the name of a variable that remains listed in a Blueprint after the associated component has al ...
This crash was reported on the UDN. Upon further investigation it has been experienced by a handful of different users throughout 4.11 and 4.12. JIRA logged for tracking despite unknown repro steps ...
Altering a key in an event track that contains a struck with a static mesh variable will cause the editor to crash. ...
Note : Reopening the level sequence causes ensure failed. (also see callstack) LogOutputDevice: Error: === Handled ensure: === LogOutputDevice: Error: Ensure condition failed: InstanceRegistry->I ...
The Update Persistent Audio module has a dependency on a Play Persistent Audio module. When there are two modules in different overview nodes, the automatic fix up can put the Play Persistent Audio ...
When duplicating multiple components at once it appears to crash the editor. Regression: Yes, this appears to be working in the previous version of the engine (4.21.2-4753647) ...
When a skeleton contains a virtual bone, performing Bake Pose can crash the editor. ...