When creating a new Blueprint Class based on an Actor parent, If you navigate to the Actor's event graph, and right click on the editor blank space; type "Assign on Destroyed" and select "Assign ...
Editor crashes when attempting to play a recorded demo - Assertion failed: IsGameWorld() && GetCurrentLevel() This issue occurs when using a template project or QAGame. This does not occur when usi ...
Ranged-Based for in ULevelStreaming::BroadcastLevelVisibleStatus iterates an array which can become modified during execution if new levels are added. ---------------------------------------------- ...
When attempting to create a destructible mesh from the Engine content folder, using the EditorSphere, or EditorCube Mesh will cause the editor to crash. However, other meshes from this folder such ...
Compile errors caused by an actor calling a function with something hooked up to a removed parameter can cause that actor to lose it's place in the hierarchy. Typically, the actor will be fixed once ...
There's a bug in UAssetManager::LoadAssetList where the passed in DelegateToCall is not being called in the bShouldUseSynchronousLoad case. This can cause gameplay logic to fail when that bool is tr ...
The Compile Single File option in UnrealVS fails if the Engine is located in a directory where there is a space somewhere in the path to the Engine's root directory. REGRESSION: No ...
Android Studio does not properly parse the UE4DataFormatters_2ByteChars.py distributed in 4.20. ...
x86 tries to compile as 64-BIT (get an error that sizeof(void *) != 4, and x86_64 fails to find wchar.h. ...
Foliage lightmaps will not match properly to the lighting when using a lighting scenario. They will look normal if you select the Foliage tool but in PIE they will still be incorrect. Working as ex ...