Inaccurate updates to root widget visibility binding, so far in my testing, this does not affect the functionality of the binding. Regression: affects 4.13.2, 4.14.3, 4.15.1 binary versions ...
User Description: In USceneComponent::PreNetReceive the old (in this case, non-null) AttachParent is being cached into NetOldAttachParent. In USceneComponent::PostRepNotifies, AttachParent and NetO ...
Find node returning -1 in packaged game even when the item exists in the array ...
I believe I had the "force all skinned meshes to recompute tangents (also forces Compute SkinCache)" turned on for a verification at one point, and left it on. I have experienced some ensures and ot ...
I noticed that the copy and pasted section of the level was being painted while I was painting a nearby section of the level. This weird yellow color appeared and I undid and redid the paint to make ...
When using a flight stick as a raw input device, GenericUSBController Button # blueprint events will sometimes not be registered when clicked. In local testing, this occurred roughly once for every ...
When a material is utilizing emissive color, separate translucency, and the project is using MSAA the material will give off intense bloom to the point of flashing the screen. [UPDATE] After addit ...
This crash seems to be related to or a continuation of [Link Removed], where that specific CrashGroup stopped receiving new crashes after the 4.10 release. This one has occurred from 4.13 - 4.15 (s ...
It appears that particle components don't update their bounds correctly when they are moved in a scene. If a particle emitter isn't currently visible at the start of the game it will remain culled. ...
Setting Simulate Physics on a non-root component in a replicated actor is causing the static mesh component to be offset on the client. ...