A crash can occur if multiple Actors are spawned/destroyed simultaneously, with each Actor loading an asset when it is spawned. This does not occur 100% of the time, but it does occur quite frequent ...
This issue seems to stem from the incorrect constructor being called for TScriptInterface, so the correct Interface pointer does not get called. If you explicitly connect a reference to "Self" to ...
When rotating a camera about an actor the motion blur starts to create blocky/pixelated artifacts around the character in a halo. This can be further exaggerated by moving the actor while rotating t ...
This is an infrequent but longstanding crash that has occurred since at least UE 4.12. User DescriptionsTrying to paint a landscape texture on a seemingly bugged out sector, which was stuck with th ...
Reproduced 10/10 times. Issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression. None of these settings seemed to have any effect:Preselect at Level Load (Random nod ...
Behavior Tree Decorators are not aborting when observer aborts is set in the Behavior Tree. Setting Observer Aborts inside of the Decorator blueprint causes it to work as expected. Found in 4.12.2. ...
This is a semi-common crash in the 4.18 release. There is one recorded case of this callstack also occurring back in the 4.11 release, but it seems to be an exception. All other cases have only occu ...
A user reported that UEnum::NumEnums appears to be returning one more than the actual number of elements in the enum. ...
For unknown reason, the header of BP_Parent is included twice. The second header is located after the .generated.h, causing the compile error. The following is the include section of BP_Child__pf1 ...