In the event graph of a newly created Blueprint, in the "All Actions for this Blueprint" window brought up by right clicking the grid, the window will close by pressing "X" in the text field, instea ...
First Person Scale and First Person Field of View on camera components do not apply to the depth prepass when rendering First Person View meshes, leading to a mismatch between the depth pre-pass and ...
Sound queues set to play with "Play Sound at Location" node don't play on a game packaged for IOS. **NOTE** User workaround mentioned that sound will come out from connected bluetooth. ...
Editor will crash when a skeletal mesh has been added to a level and then reopening the project later if you try and access this level. If you attempt to open the skel meshes in the content browser ...
This crash is caused by an exception that is thrown due to the functions inside of a blueprint based off a user-defined class that is suppose to mimic Timelines. ...
If exiting the editor before the EditorUtilityTask completes, it crashes. It will not crash if canceling the UtilityTask and then exit the editor. The following implementation does not allow destruc ...
Values changed to an inherited Struct variable in a Child Blueprint will be kept after compile, but any not changed will be set to 0s. ...
The crash doesn't occur every time, but it will happen within 3 swap and compiles in my experience. I got multiple different callstacks when I cause the crash using the reproduction steps (they are ...
No user comments in crash group 262 UPackage* LoadReplacementPackage(UPackage* InExistingPackage, const uint32 InLoadFlags) 263 { 264 if (!InExistingPackage) 265 ...
While the editor is compiling a hot reload, if project code is changed and the compile is canceled, code changes are not reflected upon next editor compile. ...