A crash occurs when creating a Render Target 2d and setting the texture target at runtime. After running some more tests, the crash seems to occur when setting the texture target, as the creation o ...
It is believed that soft references resolved during runtime, point to the edit time instances of actors instead of the runtime instances. This issue does not reproduce when it is called from an Inp ...
When we record a Take from a level actor, a warning about referencing the same Guid inside LazyObjectPtr.h appears. The functionality of the LevelSequence works as expeced, but when the initial tak ...
FindCollisionUV always returns False on Skeletal Meshes User Description: In UE 4.14.0, the blueprint "Find Collision UV" functions doesn't work properly with Skeletal Meshes. While it works fine ...
ProjectWorldToScreen always returns true. User states: "This probably comes from that line of code : bResult = Player->PostProcessWorldToScreen(WorldPosition, ScreenPosition, bPlayerViewportRelati ...
FCEFWebBrowserWindow::OnKeyDown() InternalCefBrowser->GetHost()->SendKeyEvent(KeyEvent); is processed on the UE4 GameThread, inside the Chromium Embedded Framework (CEF) it appears to call a syst ...
Interface Cast nodes appear to be returned as valid and context sensitive for every possible pin, even ones like floats and integers. Following the repro above, it is easy to place a node but it wil ...
A licensee reports that the values of an FInstancedStruct do not get properly duplicated if they differ from the default values of the Actor or TArray to which they belong. Possible short-term wo ...
Linear Spline Point Type doesn't have expected result User Description: I was following a tutorial from Dokipen (Tutorial) about using spline to create linear arrays. Everything is working fine f ...
If a user uses Alt-tab to change to another window, the ReceivedFocus and LostFocus functions are not called as they would usually be called when using something such as Shift+F1 or Ctrl+Esc. Note: ...