After project was upgraded to 4.12 opening a blueprint that contains Hierarchical Instanced Static Mesh component will result in a crash. From the log I this is the important part: Assertion faile ...
A crash occurs when you add/drag a skeletal mesh with Apex clothing into the scene. The user reporting the issue managed to find where the crash occurs and added a comment for assistance where to lo ...
Foliage instances are behaving strangely when playing splitscreen multiplayer in a single instance window. The instances will cull in and out of visibility depending on the size of the current playa ...
When a public uproperty variable has the meta specifier EditCondition set to respond to a private boolean, a checkbox appears next to the public variable in blueprints. While the checkbox accurately ...
When changing the value of Mass In Kg for a child of a Skeletal Mesh Actor, the value is getting multiplied with every select, deselect, and enter press on the value. The number the value is multipl ...
When a function in a blueprint (BP created or BlueprintCallable from code) has nodes calling that function in the event graph, deleting the function entirely does not remove the nodes that already e ...
Shipping builds of the Engine fail when using the Visual Studio 2017 compiler due to a potential divide by 0 error. This is because the TotalColumnSize property of SMemoryStats is set to 0 by defaul ...
From https://udn.unrealengine.com/questions/431271/tpropertyvalueiterator-skips-tmap-values-when-keyt.html The property value iterator has logic where it tries to iterate over all properties in a s ...
When adding a struct to a keyframe, Object Reference variables are not saved and Soft Reference variables are saved sometimes. Opening a keyframe's properties when the selected struct has an object ...
A licensee has reported a crash that is caused by a Buffer Overread in TBitArray's operator < function. While the licensee did not provide reproduction steps, the crash is apparent from looking at t ...