Packaged game crashes with empty callstack when exiting game through steam VR overlay. The application is exited but is fallowed up with a crash ...
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 ...
LineTraceComponents do not return the correct HItLocation from Procedural Mesh Components. ...
The alpha channel seems to be offset in the x and y by 1024 pixels this has been fixed and attached for analysis. ...
When the users causes a component to automatically change its Mobility setting by changing that setting on a parent or child component, undoing that change only affects the manual change caused by t ...
If you merg actors with LODs with the setting LODSelection Type set to "Use all LOD levels" then apply a material to the element 0 assigned to LOD1 the engine will crash. NOTE I wasn't able to rep ...
Currently, we allow occlusion culling on WidgetComponents regardless of whether or not depth test is enabled. This makes it challenging to make a widget render through other actors in the world, sin ...
Dynamic Collections do not display any results upon being created. Please note that opening a project that had a Dynamic Collection already selected may show the results at first. This is only tempo ...
If a level has been saved as two different levels and a new save initiated, the editor will crash if the overwrite is cancelled. Frequency 3/3 Regression (Yes) issue (does not) occur in 4.12.5 ...
If a Curve Float local variable is created for a function, it will be garbage collected when garbage collection occurs. This causes the process to crash due to an null pointer error whenever it is r ...