When using the "Does Container Match Tag Query" node doesn't return true when a gameplay container member has the searched for gameplay tag in a blueprint that has been nativized. Packaging in Excl ...
In the Character Movement Component, setting the Plane Constraint Normal to a value other than default, and then attempting to change the value back to the default does not revert to the default val ...
Compiling failure from several compile errors in the output log. They're of same type like this:UATHelper: Packaging (Android (ETC2)): xgConsole: In file included from D:\Streams\UE4_Release\Engine\ ...
Package build fails after disabling VR plugins and launching the project The error message that pops up is: Fatal error: [Link Removed] [Line: 353] Missing global shader FPixelShaderDeclaration, P ...
When using the pilot function a character actor with a camera actor cannot move around properly. This issue may be due to something with the LevelEditorViewport.cpp UpdateViewForLockedActor function ...
The order of passes related to Decal rendering (without the DBuffer) and CustomDepth is changed by the CVar "r.Lumen.AsyncCompute", even when Lumen is not enabled. This causes Decal Materials that ...
When an actor that can be stood on and jumped off of is moved in a sequencer it's inherited velocity doesn't scale with the Sequence play rate. If you jump in the opposite direction the cube is goin ...
When using a SceneCapture2D within blueprints (as a component or actor blueprint) and moving the blueprint around while placed in the world (Capture Every Frame and Capture on Move enabled). The mem ...
A Client connected to a Server that then destroys the session and rejoins will be disconnected after a short time. Unable to reproduce in a new project, however this has been reported multiple times ...
From UDN: The reason it crashes is because Child doesn't get garbage collected, which is because it still has the RF_Standalone flag. UEditorEngine::EditorDestroyWorld clears RF_Standalone flag ...