The user is experiencing a PhysX crash in their project. They stated that the source files contained in 4.12.5 are different from Nvidia's Github version of 3.3.4, which apparently contains a fix fo ...
Looking at the logs when it happened, the logs are spammed with the following: [2024.12.10-20.34.12:438][514]LogZenServiceInstance: Display: Unreal Zen Storage Server HTTP service at [::1]:8658 sta ...
Reproduced 3/3 times, issue does not occur in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed Regression. Seems to work fine when compiled once, but after the 2nd or 3rd time it crashes. ...
Occurs 5/5 times. A Facial LiveLink could not be established between the MH Facial Anim BP and the LiveLink iOS app using //UE5/Release-5.0 EGL Live. Regression occurs: When tested in UE5EA a Live ...
[Link Removed] The workaround is as I posted in the UDN, to override the viewport client or to make a custom slate input mapping to change this behavior. But, there is a bug with that unmapping/l ...
Test content for this bug is in the /EnhancedInputTesting/UE_268605/EnhancedInput_UE268605 level in QAGame! When a widget blueprint is created with Enhanced Input bindings in the event graph, whe ...
Collapsed blueprint nodes that are copied and pasted into a function graph of a Widget will cause a fatal error when the blueprint compiles, as seen in the callstack, and will provide the message: " ...
When playing in non-single player game in the editor (either set # players or check dedicated server checkbox), the editor will crash when the play session ends. Regression: Yes - editor does not c ...
Crash occurs when the user changes a variable in the animation blueprint, and then undo's the change. Note that this occurs with any variable being used, but the callstack will be some what differe ...
When adding multiple meshes to a Niagara Mesh Renderer Module, a check() will be triggered due to a mismatch in the number of Widgets and the number of Tooltip Widgets. ...