The editor crashes when the Count parameter passed into the Mid function is < 0. There is an assertion check(Count >= 0); in FString Mid in UnrealString.h, but an error message would be expected ...
This is a duplicate of [Link Removed] which may have been closed by mistake. In the answer provided by the developer for the AnswerHub question, the "Select Node" is not supported in the AnimGraph ...
This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Fatal error: [Link Removed] [Line: ...
Connecting an input of a function in a Blueprint Function Library that has a default value to a node will cause its default value to be reset to 0 when the function is called in another blueprint. ...
Child actor component removed when changing the class of a child actor component. Only the default class for the child actor component is used. If the user attempts to change the class the child act ...
Commandlets that load physics assets such as FixupRedirects will populate GPhysXPendingKill* arrays, but they never get cleared. ...
Map variable of split struct only has access to key value. User expects for the entire 'Map variable' to be accessible just like when a 'Break Struct node' is used ...
AI Controllers' Possess function is being called when opening a blueprint that has the Auto Possess AI option set to Spawned. ...
"Set Playback Position" to the end of the sequence stops it at current playback position ...
Asset returns after being deleted from the content folder while the editor is open. A deleted asset comes back and does not prompt to save it. This leads to the asset being removed when the editor i ...