Attaching / Detaching a blueprint actor to a player in a network environment causes location errors when the detach occurs. Even without the attach events being replicated or the blueprint's movemen ...
Creating a C++ class based on actor and adding components to it will build successfully and work as expected. However, creating two child blueprints of a parent that is based on that C++ class and p ...
This is a common crash occurring in the 4.16.2 release. Records indicate this has also occurred in 4.16.0 and 4.16.1, but with less apparent frequency. User DescriptionsJust downloaded, clicking ...
Error message: Stack overflow - code c00000fd (first/second chance not available) Source Context: 687 if (SyncGroup != NAME_None) 688 { 689 CollectMarkers(); 690 ...
After adjusting viewport shortcuts in Editor Preferences, the Persona viewport seems only partially responsive to the changes. It's as if the viewport shortcuts are hardcoded for Persona. Example ...
r.MobileContentScaleFactor = 0 should return Native Resolution; 1 should return Standard definiton; 2 shold return an High Definition Resolution. It seems that r.MobileContentScaleFactor is being i ...
Crash when pressing Ctrl-Z after creating a blueprint function *This is a regression: Working in 4.14.3-3249277 Not working in 4.15.0-3299760* Crash Reporter: Error message: Access violation ...
The asset manager is used to scan directories on disk for different Primary Assets that can then be loaded on demand. Game feature plugins support the ability to add additional scan directories when ...
DESCRIPTION: While using form extended structures enabled for a Destruction mesh one of the meshes will be able to be damaged while any others attached will not fracture or damage at all. For exam ...
Context: A Child Actor Component allows an actor in Unreal Engine to contain another actor as its child (component). Problem: The problem is inconsistent handling of child actor component mobility ...