Spawnable templates can reference other spawnables. These references will be unstable due to the nature of spawnables, and the level reference can lead to unexpected behavior. ...
When attempting to set the default value of a date time in a sub widget the changes are not kept after compiling. ...
Not a regression as I was able to repro this in 4.25.4 The bug doesn't occur every single time, you may need to try disabling/re-enabling the setting and/or clicking on the menu dropdowns a few tim ...
If you open the 6 assets that were close unexpectedly it will crashEnemy (Blueprint), Player_BP (Blueprint) and ThirdPersonGameMode (Blueprint) it crashesThe texture and Projectile_Base (Blueprint) ar ...
The ensure in APlayerState::OnRep_bIsInactive may be hit due to the player state being replicated before the game state. The check is necessary for making sure the game state is available, but the e ...
Changing levels with an auto-released particle system will cause cooked builds to crash. This is a regression. This crash does not occur in 4.25 ...
The class UFbxExportOption is not specified as a blueprint type, so it cannot be constructed in blueprints. This class is needed for exporting FBX files from a sequence, which means this functionali ...
UDN customer reported that using automated groom import through Blueprint was crashing. This can probably be reproduced with a Python script using an asset import task with the automated flag set to ...
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 ...
Assertion failed: SoundWave->GetPrecacheState() == ESoundWavePrecacheState::InProgress The above assertion fail was seen when played in standalone mode. Play-In-Editor mode (PIE) is working as exp ...