UAbilityTask_SpawnActor::BeginSpawningActor assumes the incoming AActor*& SpawnedActor parameter is nullptr if no actor was spawned, but it does not initialize the parameter at the start of the func ...
When a "Float to UInt" Expression is used in a Material Graph with a valid direct input connection that fails to evaluate, function UMaterialExpressionFloatToUInt::Compile() does not catch the input ...
Context The LevelStreamingPersistence plugin can be used to remember and restore properties on actors, components and other objects that are part of a streamed level. Persisted properties are resto ...
The engine crashes when renaming a localizable asset inside an L10N folder. The engine attempts to associate it with the original localizable asset, but it is unable to find it and ends up accessing ...
When a UMG Text widget is set to Auto Wrap and uses InvariantLeft or InvariantRight, the wrapped visual lines are positioned differently than expected compared to Left/Right. In the current engine ...
Changing the ComponentClass of a ACharacter twice and trying to set a SkeletalMeshAsset crashes the engine with a "Cannot replace existing object of a different class" message. The conditions to re ...
When MovementMode is set to PHYS_Flying, the character may unexpectedly step down by MaxStepHeight when colliding with a wall near a ceiling. This occurs because UCharacterMovementComponent::StepUp ...
Context: Continuous Collision Detection (CCD) is being used on a Chaos Vehicle to avoid tunneling issues with certain surfaces as it prevents any missed collisions between fast moving particles and ...
SaveGeneratedTexture2DAsset can crash for a variety of reasons when overwriting an existing texture asset. When no existing asset exists, the function simply moves the provided transient Texture ass ...