I think this could occur anytime but is probably very rare. However using this plugin from the reported UDN makes it much easier to repro as they are calling FMacApplication::ConvertCocoaPositionTo ...
This is because the metadata is editor only and will be stripped in a cooked build. We should make the behavior of the to string function consistent between PIE and a cooked build. ...
Right now, plugins installed to the game directory will only load plugin-specific config files with the path /Project/Plugins/PluginPath/Config/*Default*PluginName.ini. However, engine plugins will ...
As mentioned in the UDN - the user tried to rename an SMC to a different actor, which leaves the URO manager left with an incorrect data as it is not aware of the move. User proposed overriding Post ...
This buffer overrun is probably caused by the ExportParticleDataToBlueprint module does not respecting the GPUAllocation Fixed Size setting in the module. In fact, out-of-range export data is not c ...
See linked UDN for more info. There appears to be an issue with mismatching parents when copying causing this to fail. ...
It appears that for spawnable bindings, when adding a child binding through a copy/paste it is not added to the child bindings array on the spawnable, so when GetChildPossessables is called, there a ...
Closing an AdvancedPreviewScene results in a call to UAssetViewerSettings::Save to save the preview scene settings, regardless of whether or not anything has been modified. This in turn calls Update ...
It seems as though TextRenderComponents are not intended to exist on dedicated servers. In BaseEngine.ini, they are explicitly excluded: "+ClassesExcludedOnDedicatedServer=TextRenderComponent" This ...
When using the Python plugin to add an existing level as a streaming level, the editor crashes. It seems that this happens regardless of what level is added or what the contents of that level are. A ...