The user's project is crashing during PIE on FTickTaskLevel::ScheduleTickFunctionCooldowns(). Source Context: 798 else 799 { 800 CumulativeCooldown += ComparisonTickFuncti ...
When attempting to compile Unreal Lightmass in the 4.11 source build, a compiler error pops up when using Visual Studio 2015 Update 2. Error Message: "d:\unrealengine-release\engine\source\program ...
Attempting to use Find Session / Join Session to join a LAN session on iOS results in inconsistent results, requiring the client to press the join button multiple times to join properly. Currently ...
Cannot set array elements from an array that is contained within a struct User Description: Setup: Array of structures "StructureA". In StructureA, array of integers/strings/whatever. Result: Can' ...
DESCRIPTION: The materials are cleared from a destructible that is created in PhysX Labs when a chunk in any of the depths is selected and if any of the chunk parameters are set to true. ATTACHED: ...
Lighting is invalidated with levels that have been duplicated or Saved As. The maps that are created are immediately marked dirty and need to be resaved vs how they were in 4.12.5 where they wouldn' ...
If a function inside a BlueprintFunctionLibrary class is declared as static, instances of the function node inside blueprints cause the blueprint to not save after a hot reload. This does not affec ...
The collision of objects moving at high speeds seems to move in front of the object. The faster the object is moving, the further the collision will be from the mesh. AnswerHub report: https://an ...
If a hierarchical instanced static mesh has LODs and is scaled in a blueprint, the mesh will rapidly switch between LODs, causing a flickering effect. Note: This only seems to occur if the camera ...
The listen server will see jitter in clients character movement and animations. This is hard to notice without the "slomo" command but is extremely obvious using "slomo". Clients will see server and ...