The ReceivedSpectatorClass function in APlayerController may have an incorrect parameter. The parameter it takes in is TSubclassOf<AGameMode> SpectatorClass, but this may be intended to be TSubclass ...
OnComponentBeginOverlap and EndOverlap are called multiple times when moving in a Skeletal Mesh component's collision. This does not occur with a Static Mesh's collision. Test project available her ...
If the VisibleAnywhere specifier is use in the UPROPERTY macro of a code based component, changing that component from one type to another (from USphereComponent to UBoxComponent for example) will c ...
Struct array variables interpret multiple Structs as the same if they have the same values. This does not occur if the values in the Structs added to the array are different. Test project in 4.8.1 ...
Adding a new code class to a code project, or generating code files, will reset any Include Directories set in the Project Properties in Visual Studio. ...
A warning is needed before allowing users to uncheck update Navigation Automatically. A user has done so and then created a nav mesh that was 1,000,000 by 1,000,000 in size and they can no longer op ...
Crash Report: [Link Removed] *Crash Report attached User reports, "Launch[ing] Unreal Engine 4.8.1 from Epic Games Launcher, UE4 splash screen will come up and after 80% of initialization; UE4edit ...
If the Restart Game function is called in blueprints or code then the editor will crash when exiting PIE [Link Removed] ...
If you delete an end point of a spline blueprint and then attempt to move the blueprint the editor will freeze and eventually crash. Frequency: 1/1 CrashReporter: [Link Removed] ...
Lightmap sizes seem inconsistent after rotating a light source and rebuilding the lighting. This causes concern about file sizes when packaging the project that is using baked static lighting. The ...