Crash seems inconsistent, doesn't seem to happen every time. You may have to change the variables and re-compile through the editor a few times to get it to trigger. The crash did occur for me when ...
When NetworkRemapPath was refactored in 4.26 to support replay connections via the rep graph, the check for duplicate level id on the driver was lost in the new code path. This causes the demo driv ...
The proposed solution here is to make the casing of the path provided to the hashing function for the mutex consistent with something like:publicstatic string GetUniqueMutexForPath(string Name, stri ...
When moving these components around in the world editor, the transform gizmo will move with the undo, but the actual component will not. I could not repro this behavior with non-native component ...
The data table customization (and probably others) tries to aggressively clear out row references that are not valid in the table they point to. This breaks when selecting multiple actors or objects ...
[Link Removed] ...
Enabling HZB Occlusion culling results in a reproducible crash. Looks like a community member noticed this back in preview 2: https://forums.unrealengine.com/unreal-engine/announcements-and-release ...
The behavior of non-variable class pins has changed in 4.26 where abstract classes like AInfo are being excluded from class pickers for general utility functions like GetAllActorsOfClass. This is no ...