Using the command in the repro steps on Linux will cause the Editor to crash and CrashReporter to pop up with a callstack. This behaves differently when tried on Windows with -vulkan. The project ...
Generated from CrashReporter ...
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 ...
If you enable VR Mode auto entry, close the project, and then attempt to launch the engine again from the Binary launcher while the HMD is active (being Worn), the Project Browser will crash ...
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 ...
Context GameplayDebugger (Press ` in-game) displays a green smiley (AICON-Green) for AIControlled pawns that are running a BehaviorTree and a red angry face (AICON-Red) otherwise. If the AIControll ...
Engine crashes when a morph target on an asset that has multiple morph targets is deleted and then another morph is adjusted afterwards Notes: Asset came from an older Jira where this same issue o ...
Here's a workaround void DestroyParticle(TGeometryParticleHandle<T, d>* Particle) { auto PBDRigid = Particle->CastToRigidParticle(); if(PBDRigid) { RemoveFromMapAndArray(PBDRigid, Ac ...
User reported encountering a deadlock between GameThread and AsyncLoadingThread and provided two callstacks.User quote I've been running into a deadlock intermittently with a custom blueprint conso ...