When an actor is moved on the level editor viewport, it is reconstructed along with its components, which at first makes their properties reset to their default state. Thankfully, this does not happ ...
When adding a new variable to a new or existing 'Device Profile' it becomes difficult to close the dialog window. You are unable to click out or press the escape button once in order to close the di ...
A users project crashes after hitting the stop button or Escape after playing in the editor. The user is not always given a crash report. Users project can be found here: [Link Removed] ...
The problem is that windows supplies both a touch event and a mouse event for each touch. The engine then handles touches as mouse input so that UI elements can work correctly on touch platforms. ...
Creating a static mesh via the create static mesh button in a procedural mesh component creates a mesh that does not appear to save. If the editor is restarted the mesh asset is lost. ...
FScene::RemoveWindSource is called from a parallel for loop, and concurrently deletes wind component pointers from the same game thread array causing crashes when the scene contains multiple wind so ...
Tracking a potential issue where components in C++ are being "lost" prior to BeginPlay. Renaming the reference variable seems to work around the issue, but the cause is currently unknown/needs more ...
See attached gif for popping behavior. The issue does not occur if using the Enter hotkey or clicking the Add Keyframe button. The issue also does not occur on static or skeletal meshes. ...
UDN users have reported that expensive scene captures stall the render thread due to RDG flushing the RHI thread for resource deletion. This only needs to happen once per frame. ...
Event Dispatcher name changes do not propagate to related nodes until the editor is restarted. This does not appear to affect functionality in 4.7.2. In Main, the nodes must be refreshed to restore ...