When converting a surface type to a string value and printing to screen it will return the display name in PIE and Standalone game. In a packaged project or launched from the editor it will display ...
Changing the name of a physical surface that has already been applied to a physical material will cause a crash, if you try to reapply the renamed physical material from default. The physical materi ...
Editor is crashing when setting closed loop in the construction script of a blueprint. This did not occur in 4.12.5 following the same repro, this is a regression. ...
Actors simultaneously spawned in to different sublevels contain the same name. This is not true if the actors are manually placed within each level. ...
If SpawnActor is used with a class of an existing Actor that has a Procedural Mesh, the game will crash. ...
Duplicating actor in level clears some default values. This may be related to changing values within a referenced blueprint. ...
Logs aren't being saved on Android devices, even when the source files are updated to reflect output logs. However, they were working in 4.12. iOS logs are showing up in shipping. ...
The ActorPositionWS BP node calls GetActorWorldPosition() in HLSL which references Primitive.ActorWorldPosition. But GetActorWorldPosition() is not protected by an #if HAS_PRIMITIVE_UNIFORM_BUFFER ...
When enabling local space in the required module the ribbon type data doesn't behave as expected. In the test project the two versions of a particle system have been set up one with local space enab ...