Attempting to play in editor, standalone, or VR Preview when a behavior tree that is running is open will cause a significant performance decrease. The framerate drops from ~120 to ~80 fps while the ...
Sandbox mode not dealt with here... const FString CrashContextXMLPath = FPaths::Combine( *FPaths::GameLogDir(), *CrashContext.GetUniqueCrashName(), FPlatformCrashContext::CrashContextRuntimeXML ...
Morph Targets in Skeletal Mesh LODs do not behave correctly This is a REGRESSION, does not occur in 4.11 ...
The following error has occurred in packaging logs for UE4.11 and UE4.12Preview: LogInit:Display: LogUObjectGlobals:Warning: Failed to find object 'Object /Engine/Tutorial/SubEditors/PersonaAnimEd ...
Increasing the scale of a skeletal mesh actor with Capsule Shadows set to true causes the shadow to appear chunky and broken. Regression (No), feature was not present in 4.10.4. ...
Crash Importing Skeletal Mesh LODs with a lot of morph targets Error message: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 785] Array index out of bounds: 2 from an ar ...
When a non-root component for an actor is moved in the blueprint viewport, that component's PostEditComponentMove function is called. Adding the actor to the main editor viewport and then moving th ...
From https://udn.unrealengine.com/questions/292741/fmultireadersinglewritergt-isnt-thread-safe.html: I've found that FMultiReaderSingleWriterGT has at least 2 bugs: The one that caused a deadlock ...
When there is in error in a Blueprint that causes the blueprint to fail, in the Compiler Results tab, the link to the node with the error will navigate to the main editor window instead of directing ...
When renaming a blackboard key using the Entry Name box in the key's details panel, the names of the references in the behavior tree are not updated automatically. This is inconsistent behavior be ...