This happens because the Blueprinted component is not also enabled for nativization, but the nativized Actor BP tries to use it as a native class type. Current workaround: Ensure that the Blueprint ...
UDN user reported frequent crashes in FStaticMesh::~FStaticMesh() on DrawListLinks[i]->Remove(false); Crash went away after adding critical sections to FStaticMesh::LinkDrawList(), FStaticMesh::Unl ...
SkeletalMeshSimulationComponent does not effect the simulation of geometry collections to interact with skeletal meshes and setting the component to dynamic results in a crash. ...
Generated from CrashReporter Logs can be obtained via Crash Reporter ...
If the user tries to join a listen server with an app that is running on the Gear VR the App will stop working. ...
I was able to encounter these errors on the latest binary for 4.25.3 when doing a repro for a salesforce ticket. Here is the customers description:When importing the C++ ThirdPersonCharacter package ...
This is a new Linux crash in 4.18.1. There are a few similar but different callstacks that reference dri/radeonsi_dri.so() I've attached a log, but none of the ones I've looked at appear to contai ...
If an attempt to spawn an actor is made before the Level Editor Viewport is fully initialized (i.e. before it has had a chance to get rendered at least once), and that actor has no specific Factory ...
TriggerMontageEndedEvent is calling RemoveAtSwap after the NotifyEnd callback which is not safe if the ActiveAninNotifyState array is modified by the callback. WorkAround: Add a Delay node befo ...