If another persistent level is open, the fix up can work. ...
Default parameters do not appear to be retained for custom events. This was tested in 4.17 and the issue does not occur in 4.16. Appears to be a regression ...
The Initial Modules appear to be clamped to a zero to 1 time frame since 4.8 was released. Projects that are converted from 4.7.6 will have correctly working particle systems, but adding a new part ...
If you use StartFrameOffset set to 1 or higher in conjunction with the Use Animation Blueprint, the character's animation will be rough towards the end of the section. Specifically, it seems that th ...
Seems like we should be specifying the .NET version like this guy's fix. ...
Characters on the client can jump indefinitely when using a Jump Max Hold Time of > 0. It appears that this option is not available on the client. ...
Transform track for a spawnable Empty Actor always shows 0, 0, 0 and it can't be edited. I could repro this in 4.17.2 and 4.18 Preview 2. This does not happen in 4.15.3 and 4.16.3. So this could b ...
This is a trending Mac crash in 4.17.0 that has also occurred with some frequency since at least 4.14. I have not been able to identify any matching callstack occurring on Windows, although it does ...
Fix deadlock when skeletal mesh component is shown in the detail panel with physics body section category open and the skeletalmesh is re-importing or doing any other asyc task that need the game th ...
This is a somewhat common Mac crash occurring since 4.15 and into 4.17.1. Users have not provided any descriptions of their actions when the crash occurred. This specific callstack was previously ...