This is a somewhat common crash that has occurred throughout the 4.17 release. Users have not provided any description of their actions when the crash occurred. The callstack is similar to some ol ...
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 licensee shared information that a Null check on the following Actor can be used as a workaround. static TArray<UActorComponent*> GatherHLODRelevantComponents(const TArray<AActor*>& InSourceAct ...
Users are experiencing this crash on launch. They all appear to have identical machines for the most part. They've tried different GPU's though. See the additional info URL [Link Removed] [Link ...
When deserializing a TMap<FString, FString> with the JsonStructDeserializer, the Engine crashes. ...
USkeletalMeshComponent::USkeletalMeshComponent() caches off the teleport values for later use and then ignores the exposed values entirely. This should not be the case. We either need to detect chan ...
This was discovered during the 4.15 mobile compat. ...
Create ActorBP has StaticMesh is not assigned to HierarchicalInstancedStaticMeshComponent. Place this actor on the level, and bind the StaticMesh from the Detail tab and add the appropriate Instance ...
check(0) is used in UpdateComponentCount () of LandscapeEditorObject.h. This looks like an intentional check, but there is a possibility that the user may mistakenly select it. ...
This does not happen in 4.25.4. It has been confirmed to occur with 4.26.2 and UE4main. After playback is complete, a large amount of stalls can be seen in Insight. ...