Not a regression as I was able to repro this in 4.25.4 The bug doesn't occur every single time, you may need to try disabling/re-enabling the setting and/or clicking on the menu dropdowns a few tim ...
If you open the 6 assets that were close unexpectedly it will crashEnemy (Blueprint), Player_BP (Blueprint) and ThirdPersonGameMode (Blueprint) it crashesThe texture and Projectile_Base (Blueprint) ar ...
Crash seems inconsistent, doesn't seem to happen every time. You may have to change the variables and re-compile through the editor a few times to get it to trigger. The crash did occur for me when ...
Assertion failed: SoundWave->GetPrecacheState() == ESoundWavePrecacheState::InProgress The above assertion fail was seen when played in standalone mode. Play-In-Editor mode (PIE) is working as exp ...
When NetworkRemapPath was refactored in 4.26 to support replay connections via the rep graph, the check for duplicate level id on the driver was lost in the new code path. This causes the demo driv ...
The proposed solution here is to make the casing of the path provided to the hashing function for the mutex consistent with something like:publicstatic string GetUniqueMutexForPath(string Name, stri ...
Issue occurs in both events and functions. Seems like it's only affecting Text, didn't notice this issue for other variable types. The original actor is working as expected. Only the duplicated one ...
Initializing a System parameter to a Niagara Parameter Collection data interface parameter does not work ...
The data table customization (and probably others) tries to aggressively clear out row references that are not valid in the table they point to. This breaks when selecting multiple actors or objects ...
Delay nodes no longer fire within a paused actor even if that actor has been set to 'Tick Even when Paused' Removing the delay node from the equation allows the print node to continue firing while ...