If three or more actors are saved to a level with the same name in the Content Browser of "none", attempting to load the level (open or right click on umap asset in content browser) causes the edito ...
In some scenarios, FPropertyDelegate::SignatureFunction can point to freed memory after a garbage collection run. This appears to be more common when running the CompileAllBlueprints commandlet. ...
Using the Merge Blueprints feature crashes the editor. This repro is for clicking between the error and warnings while merging, but the editor will generally crash if the Merge is finished or if an ...
When a user first creates a VR template, if they're without motion controllers, they may wonder why it's "not working" (can't move, etc.) We should more directly message out that this is based on t ...
When using an input axis for a task such as moving a character, losing focus on the standalone window while holding the key does not stop the axis from firing, which means the character will continu ...
When designating 3 Intro/Start Up movies to play back to back in the Project Settings of a mobile project, the user reports that they will play as expected for Android devices, but only one movie wi ...
To summarize what I'm seeing there, a bunch of UObjects relating to that world have been destroyed but not all destructed. The UAutoDestroySubsystem pointer is still on the static tickable list, and ...
Errors are appearing in the log when opening an Impulse Response asset type. This does not occur in Release-5.0 and is a regression. Note: The IR appears to still work normally as part of a Submix E ...
Via UDN: As has been discussed previously here and in CL 20055361, debug information is sometimes missing when compiling with Clang. We've pinpointed this to debug information not being emitted fo ...
Search results in component pickers do not show up unless they match both the name of the actor and the component, this is because FActorHierarchy::CreateWorldChildren ends up calling Mode->CreateIt ...