The title pretty much explains it all. When creating a blueprint and using a subcomponent or child within that blueprint, deleting the child actor, and then undoing while in play, causes crash. ...
In a static lighting environment, moving static objects no longer marks the built lighting as invalid. This prevents the on-screen warning from appearing. Regression introduced in CL: 25964466 on / ...
When you add a editable text box to a project via UMG and package and deploy that project for HTML5, The Text box will show invalid characters when certain keys are pressed. I have attached a photo ...
Custom Events with Default parameter names causes an internal compile error User Description: I'm not sure if it's a bug,but I post it in bug reports in case it is.Here is the problem: create a c ...
Collision Responses will reset to previous setting after changing the Preset Collision Profile. After the change is made and "Accept" is pressed, the Collision Responses will still have the old ch ...
The channel output for 5.1 Waveplayer on MetaSounds is different when Platform Default (Vorbis) codec is chosen on Windows Platform Default - L, C, R, LS, RS, LFEBink, PCM, ADPCM - L, R, C, LFE, LS ...
In Action Rpg sample, creating a new Blueprint of type GameplayCueNotifyActor or GameplayCueNotifyStatic, results in an Engine crash. The call stack leads to a PrintF Slate warning message that woul ...
There is a slight delay when clicking between two different UMG buttons on Mac. Tested on OSX 10.10.1. There also appears to be a flicker on the Menu Bar. ...
Scene Capture 2D causes the app to crash on Android in ETC2. I checked iPhone and I did not receive a crash. ...
When a raw NavModifierComponent gets added to a character it cuts a hole in the navmesh (as expected) but doesn't update the location with character's movement. And it should. ...