The Functional Test framework crashes when adding a delegate instance if multiplayer PIE is enabled. The crash occurs at the check code in the block below from ..\Engine\Source\Runtime\Core\Public\D ...
When a C++ project is named Test on a Binary version of the editor, the project will fail to compile. I'm assuming this is from the editor seeing a precompiled header from another file in the engine ...
As described in this UDN thread, the iPhone 7 manifests incorrect image aspect ratiohttps://udn.unrealengine.com/questions/403841/ios-arkit-portrait-mode-stretching-on-iphone-7.html [Link Removed] ...
Behavior Tree Decorators are not aborting when observer aborts is set in the Behavior Tree. Setting Observer Aborts inside of the Decorator blueprint causes it to work as expected. Found in 4.12.2. ...
Pressing down a key for a widget blueprint works in PIE however, it's not functioning once the project is packaged. Project Rar File: [Link Removed] ...
Application crashes when deploying a game to iOS with Metal enabled. This has only been reproduced if a sub-level has been added to the starting level within the project. This seems to only happen ...
User reported issue on UDN, steps above and project attached. ...
Naming an SCS component variable something like "My Scene" results in a component template UObject named "My Scene_GEN_VARIABLE" (space included). This causes the property editor/details view to fa ...
This may be related to [Link Removed]. A packaged project will fail to run successfully if the project includes a Built-In Editor plugin and the project was packaged with the Build option set to "N ...
Assertion failed: SoundWave->GetPrecacheState() == ESoundWavePrecacheState::InProgress The above assertion fail was seen when played in standalone mode. Play-In-Editor mode (PIE) is working as exp ...