A licensee has reported a crash that is caused by a Buffer Overread in TBitArray's operator < function. While the licensee did not provide reproduction steps, the crash is apparent from looking at t ...
FindInBlueprints->CacheAllBlueprints(FSimpleDelegate::CreateSP(this, &SReplaceNodeReferences::OnSubmitSearchQuery, true), EFiBVersion::FIB_VER_VARIABLE_REFERENCE); This leads to crash. Users can b ...
Maps brought in via Load Level Instance that contain Nav Link Proxys configured to use the Smart Link instead of the Simple Link end up creating a link at the center of the world instead of their ac ...
This bug doesn't occur in 4.21. The issue is at line 157 in ProceduralMeshComponentDetails.cpp . When the procedural mesh has a material the crash doesn't occur. File location: Runtime/ProceduralMe ...
If you specify a Level Sequence of "TakeRecorder_Skeletal" in step 3, there will be only one animation created. The licensee wants this to be the same behavior. ...
It seems as though calling a multicast RPC during BeginPlay on the server will cause the new actor to finish spawning on the client before applying any initial replicated data, such as the actor's R ...
In the documentation page: [Level Instancing in Unreal Engine | Unreal Engine 5.0 Documentation|https://docs.unrealengine.com/5.0/en-US/level-instancing-in-unreal-engine/] it is mentioned that: [ ...
Specular highlights on non-Nanite meshes with a clearcoat material that has the second normal enabled will disappear at certain view angles. This can be worked around by adding a constant node to th ...
Generated from CrashReporter Logs can be obtained via Crash Reporter ...
Select node causes the project to crash on HTML5. Expression (ExportMap.IsValidIndex( Index.ToExport() )) failed in D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.10\Engine\Source\Runtime\CoreUO ...