UAIPerceptionSystem::Tick() is not called after level reloading. When Debugging, UAIPerceptionSystem::CurrentTime is always 0, and UAIPerceptionSystem::SourcesToRegister always contains sources to ...
This is affected by loading order. In the case, display mesh was loaded firstly and try to build collision mesh form complex collision mesh asset. But the collision mesh didn't finished to make Ren ...
Crash when ApplyPhysicalAnimationProfileBelow node and UPhysicalAnimationComponent :: UpdateTargetActors by UPhysicalAnimationComponent :: OnTeleport run in the same frame. Because RuntimeInstanceDa ...
Crash occurs when user call Destroy Actor on a Geometry Collection Actor. This seems to only occur while the actor is simulating. If called while on the ground, it doesn't seem to occur. ...
REGRESSION: In 4.24, there was a fixup process that would allow the soft reference to remain valid. This seems to be missing in 4.25 Moving an actor to another sublevel immediately breaks soft ref ...
When undoing a Replace Selected Actors operation, the resulting actor is corrupt and triggers an ensure where the root component is in the process of being destroyed. This is a regression that poppe ...
The crash occurs when trying to assign a new value to RootComponent if the Pawn is already placed on the level Crash does not happen in P4 //UE4/Release-4.25.3 CL 13942748 Other steps to reproduc ...
Pasting a button element from one Widget Blueprint into a second Widget Blueprint that has had its root Canvas Panel deleted results in a crash. The crash only occurs when the Canvas Panel is delete ...
In 4.27 the logic in SteamSocket.cpp which is part of the SteamSockets plugin was changed to use Poll Groups instead of a removed API function that checked all children of a listen socket. However, ...
The problem seems to come from a notify having its LinkedMontage set to null when RefreshBranchingPointMarkers() is called. IsBranchingPoint() fails in this case, so it's never registered as a branc ...