An actor with an AbilitySystemComponent that is spawned by a ChildActorComponent will have a null AbilityActorInfo. This leads to a crash in the ASC when GetDebugTarget attempts to access AbilityAct ...
The Editor will crash while opening a project that had previously successfully had a Live Coding patch applied, and then was closed. The `LiveCodingConsole.exe` process continues to run after both t ...
UGameplayDebuggerLocalController::OnDebugDraw crashed with a dereferenced nullptr for CachedReplicator. ...
Adding the Precondition to the SmartObject caused an assertion when it was part of a persistent collection. The precondition needs to be able to pass its Activate method to cause the assert. This b ...
Discarding Actor while it is selected on the outliner may cause a crash. This may be caused by operations from C++ not being listed in the UNDO list, which may refer to unreferenced objects during ...
Ran into a crash when trying to programmatically add foliage to a large WP level with some unloaded IFAs. ...
If used inside a UMG Blueprint, a struct that has only one element will remove the element from the struct after compiling the blueprint. If the element is edited or a second element is added then ...
When "Use Single Process" is off (unchecked/false) and "Play as Client" is selected, using the console command "Open [LevelName]" causes the editor to crash Regression: No - same behavior occurs in ...
Here's a workaround void DestroyParticle(TGeometryParticleHandle<T, d>* Particle) { auto PBDRigid = Particle->CastToRigidParticle(); if(PBDRigid) { RemoveFromMapAndArray(PBDRigid, Ac ...