Find-in-Blueprints completely misses implemented interface graphs due to how they are stored within the UBlueprint. This results in the graphs being unsearchable (all nodes and pins, possibly sub-gr ...
If a bsp is converted to a blocking volume, the faces of the bsp remain present until a new actor is placed or geometry is compiled. ...
When using the "Replace Selected Actors with" feature in the editor, references to the replaced actor are not updated to reference the new actor (where valid). They will appear to be replaced until ...
A user pointed out a possible mistake in the Engine source code. In the GetCollisionShape function in the UPrimitiveComponent class, an FVector variable Extent is created and set, and then potential ...
A UDN user found a crash in the merge tool when using SVN. https://udn.unrealengine.com/questions/265740/crashbug-with-svn-merging.html The failing check() crash occurs in LoadBaseRev (Merge.cpp): ...
Shader compile error in function PositionOnlyMain() in ShadowDepthVertexShader.usf if defined INTERPOLATE_POSITION. LogShaderCompilers:Warning: 1 Shader compiler errors compiling WorldGridMaterial ...
Actors attached to a Child Actor Component do not replicate movement on the Client. User's test project attached. Reproduced in 4.9.2 binary and Main (CL 2735029) ...
Actors not marked as Always Relevant do not replicate to Clients that have possessed a vehicle past 15,000 units (the sq root of Net Cull Distance Squared) of the point of possession. Note that repl ...
Using a 3D Widget with a text block who's font size is set to 1,000 will give a fetal error when packaged. Note: The package will succeed, however when the project is opened the user will receive ...
When changing Time Dilation settings at runtime, it can cause vehicles to be thrown into the air and exhibit other odd physics behavior. This issue occurs when the Time Dilation is being set from sl ...