See CL 6473818. Remote compiling on a Mac is triggering a NullReferenceException for me, making me unable to build. I was able to delete the crashing lines locally to work around it for now.line 91 ...
When following the documentation on setting up automation tests, the sample provided for "Simple Tests" does not successfully compile. One of two compiles errors is given based on the TFlag used A ...
From user:"We have ran into an issue with soft object pointer fixup/remapping with the World Partition converter. If you have a sublevel that contains a level script and an actor that is hard refer ...
This issue doesn't crash in 4.21. It is rewritten as GIsSavingPackage = true in UPackage::(Save() when Blueprint is saved, but it's rewritten as false in 4.21. Workaround Do not set the String Tab ...
If the static mesh has UseSimpleCollisionAsComplex and does not have any SimpleCollision shapes, The physics actor will be destroyed immediately in FInitBodiesHelperBase::CreateShapesAndActors, but ...
Crash occurs when the user sets Anim Class in a Skeletal Mesh Component to an animation blueprint with a Sub Anim Instance node. ...
Compile fails when the user attempts to launch on to Windows with the Raw Input plugin enabled. Error:LogPlayLevel: xgConsole: Module.RawInput.cpp LogPlayLevel: xgConsole: d:\framework\engine\plug ...
This a repost of a question that I posted to ue5help but it got closed before I got an answer. I am open to making the changes I've requested here and sending them back if that will expedite things. ...
This is a common crash affecting Mac users on 4.15 and 4.16 User Descriptionswhen i activate the blur effect of chameleon plugin. From LogAssertion failed: Assertion failed: IsValidRef(GBufferReso ...
Navmesh generation appears to have issues handling terrain and planes that are at 45 degree or steeper angles even if the agent max slope is set to allow for such movement. While the issue occurs at ...