If the engine is installed without the Debug Symbols, packaging for Shipping will fail due to the missing files. While I believe this is expected for Development, it shouldn't occur with shipping. ...
The editor is crashing when attempting to use the RestartLevel command if the GameInstance contains a reference to an actor that is in a streaming level. The streaming level must be loaded, but not ...
Currently there is no mouse decorator when dragging event dispatchers out of the My Blueprints panel in the Blueprint editor. This contradicts the functionality of drag-and-dropping variables, func ...
This is an editor-only crash that's due to stack overflow/infinite recursion in UInheritableComponentHandler::FixComponentTemplateName(). We are recursively trying to rename other inherited componen ...
If a forward declaration of a class is made in the header file for an Interface class, and no semi-colon is included at the end of the forward declaration line, the build will fail with a confusing ...
Skeletal mesh sections with cloth should have their visible mesh match their simulated mesh and this should be effected by painted values. Any vertices left unpainted(at 0) after the initial paint, ...
Commenting out the branch in FTriangleMeshSweepVisitor::VisitSweep is a work-around.if (CullsBackFaceSweepsCode != 0) { if (VectorMaskBits(IsBackFace)) { // Don't cull the back face ...
REGRESSION No Crash occurs when the user right-clicks in the graph in a blueprint that has a Null parent class. ...
Note those are not 100% repro steps they are what I remember doing. I've got this issue twice so far and both times I was editing a blueprint and switching between constructions script and event gr ...
When calling a post process blendable to the screen using the CameraVectorWS input data, only the geometry is effected and not the screen space. Note I sent an email out about this issue, and it ha ...