Crash occurs when the user select an AI-controlled pawn while simulating in viewport. This seems to only occur if the pawn is moving or getting directions from the controller (example, if you selec ...
When deleting a generated proxy mesh from the HLOD Outliner using the Delete Button while the generated proxy mesh is opened in the static mesh editor will cause the editor to crash. Workaround: U ...
This was the simplest solid repro I could get on this bug. The callstack is similar to [Link Removed] Also came across several Shader Compiling Manager crashes while attempting to repro this crash ...
This crash occurs when you create a landscape, then create and save a material. Note The crash does not occur unless a landscape was created first I came across a couple of crashes revolving around ...
Cannot change Collision Response channel once component is custom selected from scene. This is only an issue if the component is selected by first selecting the actor in the world (scene), then sele ...
A crash that is possibly the result of a circular dependency can occur if a Blueprint containing an ActorComponent with instanced UObjects and a variable that is a type of a child of itself is opene ...
Changing the default value of a struct that is included as an array in another struct can prevent any Blueprints that use a DataTable made from the second struct from compiling. It appears to be a p ...
Error message in log is:CompilerResultsLog:Error: Error MyBTTask_RunBehavior.cpp.obj : error LNK2001: unresolved external symbol "public: virtual void __cdecl IGameplayTaskOwnerInterface::OnGameplay ...
Crash when using Set Collision Response on a Destructible component. The repro is using the Construction Script but this also happens using Event Begin Play in the Event Graph on play. It crashing ...
Physics object resting on movable platforms have erratic physics behavior in 4.14. This is a regression from 4.13.2-3172292 User Description: When placing more than 10 or 20 blocks on a moving pl ...