Creating a blueprint class, and then creating a few children of that class ( in this case, 4) does not display them as available options when setting the default value of a variable of that blueprin ...
Adding a variable of the type of a struct to a blueprint, deleting that struct, and then recompiling the blueprint fails. The variable is deleted, but the blueprint will continue to be unable to com ...
When using a point light far from the world origin the light will have banding. The shadow bias and filter sharpen can help but they are not as consistent as settings near the world origin. The only ...
Crashes when resizing Standalone game window by dragging lower right corner to and fro to increase/decrease window size. [Link Removed] Error message: SEGV_MAPERR at 0x3 Source Context:none Mos ...
While testing GPU - ContentExamples - Lighting - Nvidia gtx 770 in the 4.16 GPU Compat Pass, I noticed a strange effect on lights while the player is in motion. I've had multiple people attempt to ...
When an object whose class has the EditInlineNew specifier is added to an instanced property, any children of the blueprint will have a reference to the same object that was created for the instance ...
Turning on batching of sphere casts when colliding against complex gives incorrect results. Affects debug output and vehicle wheels and body movement. The issue is with the batch query mode which ...
Increasing the intensity of a Normal Texture on a colliding surface will cause the collision of GPU particles to behave strangely, looks to be falling through floor, when you are using a Constant Ac ...
When you import a texture that is low resolution (such as pixel art) if you attempt to use it in a UMG image, the filter that you have applied to that texture is not inherited. This causes the image ...
This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Assertion failed: !bIsReentrant [L ...