If a player on a dedicated server attempts to possess a feshly spawned pawn, the blueprint must have an unpossess node just before the possess node to be able to possess the pawn. This is not the ca ...
Calling SetActorLabel causes an actor's components to return to default states when called from a client accessing a listen server outside of main editor process. Note: User posted code linked to ...
In the Skeletal Mesh editor, turning Show>Clothing>Apply Wind while switching tabs causes a crash. For example, turn it on while in the Mesh tab. Switch to Animation Tab and then back to Mesh. Turn ...
This user's project crashes on opening a level in PIE after adding a variable to a struct referenced in the GameInstance. Note that I had to do this twice to get the crash to occur. The project can ...
The linked project crashes on open after attempting to implement an interface and a duplicate of that same interface with different function names. This has not been reproduced in a clean project, h ...
If a function inside a BlueprintFunctionLibrary class is declared as static, instances of the function node inside blueprints cause the blueprint to not save after a hot reload. This does not affec ...
// enforce color target is <= depth and MSAA settings match if(RTTDesc.Width > DTTDesc.Width || RTTDesc.Height > DTTDesc.Height || RTTDesc.SampleDesc.Count != DTTDesc.SampleDesc.Count || ...
When forward rendering is enabled along with Mesh Distance Fields if you go to visualize Distance Field AO in the main viewport the editor will crash. This only affects the Forward Render and works ...
Tested on Nexus 6P with Android 7.0 Suggest that on mobile the background is not rendered in real time, instead we render the blurred image for one frame and use that same image for subsequent fr ...
When navigating the viewport, placed actors can leave a "black shadow" as the camera viewpoint changes. The artifacting remains until "Game view" or wireframe mode is activated. This only occurs i ...