Switching levels via blueprints crashes editor. This occurs using either "Execute Console Command" or the Open Level node. Frequency: 2/2 CrashReporter: N/A ...
When a RadialForceComponent is attached to a object in C++, it doesn't take on the "Object Types to Affect" in the component settings of the Blueprint. If the RadialForceComponent is created as a co ...
If FActorSpawnParameters::bRemoteOwned is set to true, calling SpawnActor with this spawn param on begin play has different behavior than calling the SpawnActor elsewhere during runtime. If using n ...
If an actor contains multiple primitive components, it uses all of them for calculating navigation bounds even if some of the primitives are not marked as navigation relevant. Toggling navigation re ...
Calling HideBoneByName on a bone causes that bone (and all it's children) to be translated to the parent bone's location. This code in UpdateRefToLocalMatricesInner is responsible: bool bNeedToHid ...
In UTakeRecorderActorSource::EnsureObjectTemplateHasComponent() function, MakeUniqueObjectName() generates the same name of a component which CachedObjectTemplate for TakeRecorder has already had. T ...
Piloting a camera or actor in the scene does not have expected camera controls when focusing and orbiting something while holding Alt. ...
Virtual loops continue to be displayed in Audio Insights even after the sound has stopped being active for certain cases. This also occurs when stopping PIE while a sound is virtual. The sound will ...
This is a somewhat common crash affecting users in 4.17. Users have not provided any descriptions of their actions when the crash occurred. Source Context 606 void UEdGraphPin::AddStructRe ...
When looking into the bd_hud_scoring and bd_rules_maze blueprints in the users project (Provided below), there are nodes that are throwing errors. If you press compile, the errors go away and the co ...