When using planar reflections in a scene if you attempt to play in split screen the editor will crash immediately. This crash did not occur in 4.13 using the same steps. ...
The following errors occur when running the networking engine tests with 2 clients and a dedicated server. LogFunctionalTest: Error: Assertion failed: 'EngineTestNetActorComponent bRepArrayAddNotif ...
This issue occurs in Skeletal Mesh depending on the model when Skincache is enabled and affects the rendering. ...
In UGameInstance::StartPlayInEditorGameInstance, the server instance will go through the normal process of creating the URL using BuildPlayWorldURL, which checks the FGameInstancePIEParameters' bSta ...
Objects do not react well to negative scaling with the scaling widget. Once an object hits 0 then pushes into negative values it begins stuttering between small float values until the user stops goi ...
REGRESSION: Maybe (had one occurring of it happening in 4.13.2) When playing with multiple players at the same time in a networked session, it's possible if rare to have characters spawn so they st ...
Projectiles do not register collision components if collision is not set as the root of the actor in the components pane. ...
The collision of the cube static mesh is not blocking the character after Setting World Scale 3D while it is attached to another actor using the AttachToActor node. ...
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. ...
When using a Gamepad, there is an issue where input from the controller continues to control editor menus during Mobile PIE session. This issue does not a appear to be a regression. Versions Tested ...