This bug causes the screen to flicker randomly, even in simple, blank third person project templates. Even the basic starter content, the main editor area is blinking all the time if the user chooses ...
A licensee is reporting some unexpected behavior when attempting to replace references on Foliage Types already painted in the world. What happens after the references have been replaced, are the n ...
Adding DesktopPlatform to the PublicDependencyModuleNames.AddRange() section of the Project.Build.cs file causes the project to fail packaging with the following error (full package logs in callstac ...
Inaccurate updates to root widget visibility binding, so far in my testing, this does not affect the functionality of the binding. Regression: affects 4.13.2, 4.14.3, 4.15.1 binary versions ...
Ensure occurs when setting Wind Method to Accurate in the skeletal mesh editor. There's a similar ensure when you PIE after doing this. This can be bugged separately if needed: [Link Removed] ...
User Description: In USceneComponent::PreNetReceive the old (in this case, non-null) AttachParent is being cached into NetOldAttachParent. In USceneComponent::PostRepNotifies, AttachParent and NetO ...
Slate viewer closes when trying to click the drop down labeled "ComboButton" if the drop down just above it is flickering due to position issues. ...
The Editor on Mac does not recognize plugins that are added to a code project via symlink (the plugin code is located somewhere other than in the project's Plugins folder). Xcode properly recognizes ...
Adding instanced static meshes in a random order by location gives 25% of normal frame rate, compared to adding them in order by X,Y,Z location. ...
Nav Link Components are not respecting transform changes inside of the blueprint's viewport. They will always originate from the Actor's origin point. ...