Related UDN: [Link Removed] ...
When renaming actors during PIE the actor generates a new, non memory/temporary, actor package underneath the PIE world- this is then causing checks in EnumerateMemoryAssetsHelper (in AssetRegistry. ...
From Licensee: Catching the exception with debugger allowed us to find a list of materials on the hlod mesh on which the error occured and we were then able to link it to one of our meshes causing ...
The flicker is visible in Epic scalability as well, it is just smaller on screen because the fog voxels are smaller (r.VolumetricFog.GridPixelSize). ...
In Blueprint, binding a custom event to OnAssetPostImport and setting TextureGroup to UI causes the UE editor to crash. But if it sets to the other group like "World" or "Character", this crash does ...
UMovieSceneDMXLibrarySection::GetFixturePatches() returns an invalid patch as follows. The if condition needs to be corrected. TArray<UDMXEntityFixturePatch*> UMovieSceneDMXLibrarySection::GetFixt ...
It's possible for the server to send a client's character a movement correction with the wrong movement mode. This can occur if a project has client adjustment throttling settings enabled: Networ ...
An ensure in GatherSubobjectData is being hit under certain inheritance conditions. This appears to be similar and potentially related to [Link Removed] and the fix at CL 16377852. Stepping through ...
A user reported that UToolMenus::GenerateWidget will crash if UToolMenus::AddReferencedObject is called during the construction of a menu. Using the above in-code repro steps, I can repro this in a ...
This comes from a UDN report. [Link Removed] When launching the editor with -game, if a material contains a null expression (for instance because that material expression has been removed), the bin ...