A Client connected to a Server that then destroys the session and rejoins will be disconnected after a short time. Unable to reproduce in a new project, however this has been reported multiple times ...
Hovering the mouse cursor inside a Content Browser folder that contains blueprints causes the memory usage to steadily increase. This only seems to occur with blueprint assets in the folder. A use ...
From UDN: The reason it crashes is because Child doesn't get garbage collected, which is because it still has the RF_Standalone flag. UEditorEngine::EditorDestroyWorld clears RF_Standalone flag ...
Skeletal mesh's physics collision lag behind the actual mesh. It didn't matter if there was just a root bone or multiple bones/constraints. This doesn't happen when using static meshes. The effect ...
Packaging with plugins GearVR and GoogleVR together cause build failed with multiple definitions of GetHMD(). Log attached for build error and error portion plugged into the callstack box. ...
Using Convert Actor when the wrong level is selected can cause the actor to move levels. This doesn't seem to happen with every actor type but is 3/3 reproducible using the steps provided. User Des ...
DESCRIPTION: Changing the mass of a Destruction asset does not affect it. In comparison doing the same for a static mesh set to simulate physics will adjust accordingly. Forums Post: https://forum ...
Packaged games do not display PlayerName correctly using Steam OSS. Does not occur in Standalone. Test project attached. To test, package for Development > Win64. When run (with the Steam client op ...
A user reported that attempting to create an installed binary build of the Engine using BuildGraph will fail. This seems to be because we include the UE Simplygon implementation, but do not disable ...
Error on some Niagara emitters using the WindForce module: LogNiagaraEditor: Error: Invalid input type found while attempting initialize new rapid iteration parameters. Function Node: /Game/FX/Expl ...