ResavePackagesCommandlet -fixupredirects fails to fixup pointers from external actors that are pointing to objectredirectors. It fails to fixup those pointers because we specifically skip loading of ...
FRHIMemoryPool will leak data when it is destroyed. "FRHIMemoryPool::Init()" will create "FRHIMemoryPool::DesiredAllocationPoolSize" new "FRHIPoolAllocationData" objects, stored in "FRHIMemoryPool: ...
The SM_Statue exists in a bad state leading to a crash when it is loaded or anything that references it is loaded, e.g. Minimal Default level in the Starter Content. It can be deleted as a temporar ...
Static mesh components incorrectly display scale information through the Detail's Pane and Blueprint editor window until simulation is pressed. This occurs if the static mesh component is moved to t ...
The scene capture will revert back to the Character BP that is placed in the level when player 2 is not moving. When they are moving the scene captuer will show correctly. You can get around this ...
During seamless travel, the engine renames kept actors into the transition/destination level. This process results in the actor's components being unregistered and re-registered. For the ability sys ...
Moving a saved duplicate of an OpenWorld level crashes the Editor. The act of moving the duplicated OpenWorld level crashes the Editor the moment the engine tries to delete the original level, so it ...
Particles that use source movement will start shooting out violently while in the cascade preview window. You need to have the movement option checked under the view settings. If you also check the ...
When I have the Epic Games Launcher open as I clean the Xcode project, the top right button will still read "Launch." Clicking on it after the Xcode project is finished cleaning causes the following ...
A crash occurs after dragging an 'Empty Character' actor into the viewport and attempting to add the 'PuzzlePlayerController' as a component by dragging it into the components list via the 'Details' ...