Packaging fails with Event Driven loader enabled and two function libraries reference each other even though the functions referenced in each library to NOT call each other in such a way as to creat ...
When a material has a static bool parameter AND this is overridden in a material instance, Trying to change Blend Mode or Shading Model under the Material Property Overrides crashes the editor. Thi ...
No user comments in crash group 108 #endif 109 void* NewPtr = NULL; 110 #if PLATFORM_MAC 111 // macOS expects all allocations to be aligned to 16 bytes, but TBBs ...
When a breakpoint is hit in a BT Task, if you attempt to use CTRL+P to search for and open the BT the task is being run in, try to resume execution, and then return to the original BT Task Blueprint ...
When Compiling a blueprint that is a child actor component to another blueprint, the value will be incorrectly displayed if the parent blueprint is also not compiled. Versions Tested 4.16.3 - CL: 3 ...
Because both FWorldAsyncTraceState's CurrentFrame and FTraceHandle are default initialized to 0, on the first frame, if a new Asnc Trace starts all default FTraceHandles will reference the same (now ...
A GameplayAbility that destroys its owning actor inside ActivateAbility() causes a crash, because actor destruction will modify the ability list but ActivateAbility() is called within an ABILITYLIST ...
There is an issue that is occurring where visible shadow seams appear after an object is rotated where it was not previously. CL tested 4.15.3 - CL 3450819 - Issue is present 4.16.2 - CL 3514769 - ...
There is an issue where the undo does not affect movement made by piloting an object in a level. This issue does not appear to be a regression. Versions Tested: This issue occurs in all versions te ...
The issue is seen when using a normal navmesh inside of a World Partitioned level. Adding a Nav Modifier Volume to a Level Instance, and placing the Level Instance in the world will affect the navme ...