Consider a UStruct with some basic type members, each one with a default value specified in the struct. Also consider a TSet or TMap with that struct as keys, used inside a UObject as a UProperty an ...
Calling "FStaticMeshCompiler::FinishCompilation" on multiple assets simultaneously can cause a hang. Also tested on //UE5/Release-5.5, CL: 36784631 ...
When a UPROPERTY() TMap or TArray has raw interface pointers as element type, the garbage collector tries to handle them and crashes. For raw interface pointers without a container, UHT generates a ...
A licensee is reporting that using a loading screen with the incremental garbage collector can result in a dead lock when a loading screen is displayed. The licensee found out that: -------------- ...
Crash reported through UDN. With ZenLoader enabled, deleting a level instance and triggering Undo causes a crash in ULandscapeComponent::PostEditUndo() The user has provided an example project th ...
There is an engine bug when using the EnumRedirects feature inside a config file. If we have a Blueprint Enum used in our blueprints, and we want to convert all the Blueprint enum references to a C+ ...
CriticalErrors in FWindowsErrorOutputDevice::Serialize (and other platforms) run some code after the error is detected rather than immediately terminating the process. Some of this other code is spe ...
There's two ways to affect the commandline in CommandLine.cpp: FILTER_COMMANDLINE_LOGGING - for filtering certain or all args (if left empty) from the log. UE_COMMAND_LINE_USES_ALLOW_LIST - for on ...
Reproduction Attempts: 3/3 Doing some additional testing for Spawnable Post Process Volumes in a level sequence, the PPV does not appear after saving the level and level sequence, closing and reope ...
A licensee reports that their large map has a 10s cost in the AssetRegistry when resaved. They took a profile and found the cost is mostly in LoadCalculatedDependencies for the map, and most of that ...