Per https://udn.unrealengine.com/questions/329206/crashes-when-streaming-levels-in-414.html LevelCollections has introduced some issues with using Prepare/CommitMapChange. CL# 3255445 has addressed ...
The drag delta detection in SlateApplication does not ensure that the two pointer events it is comparing are coming from the same pointer. This causes it to think dragging should begin on a widget b ...
The vectorized version of FTransform::Accumulate and FTransform::AccumulateWithAdditiveScale3D only blend the rotation, but not the translation or scale. This is divergent behavior from the non-vec ...
When building lighting now you can no longer have a hidden sub level and have it retain it's built light if it was previously built. For instance, if you have a persistent level and hide the sub-lev ...
Using the Nativize Blueprint Assets option can cause the extents of a collision component defined in code and inherited by blueprints to use its default values in a packaged build instead of the ext ...
Increasing the Capsule Half Height size of a Capsule Component of a Character class in a multiplayer game results in other clients getting inaccurate (jittery) collision when colliding against meshe ...
Skeletal meshes with cloth will disappear at the edge of the viewport. If timed right (hard to repro, you can see it flicker repeatedly. ...
Plugin mount point registration doesn't mount paths relative to both root and engine, only relative to root while most other Engine directory mount point registrations include both ../../Content/... ...
UK2Node_CallFunction::GeneratePinTooltipFromFunction relies a lot on loops that increment the index used to check the individual characters in the comments. The problem is that there are a few miss ...
When disabling "Should be Visible" of a stream level and then enabling it again, the values of variables in a Blueprint that has been placed in a stream level maintain their value in PIE but reset t ...