User reports of stack overflow happening in canRemoveVertex in DetourTileCacheBuilder.cpp if a poly has more than 16 vertices. The array for edges is a fixed array and is written to without checking ...
A note from the user, seems like they have a fix for this already I've changed the type of UGameplayDebuggerConfig::ActivationKey to FInputChord and with ony small changes to surrounding code it ...
The blend stack node doesn't generate any values for its DeltaTimeRecord. This can be tested with the fix for [Link Removed] ...
The main landscape actor's outer level's WorldSettings gets nullified by GC on PIE end, which leads to this problem. For some reason, this only seems to occur with the attached custom game mode : it ...
Reported in SF [Link Removed] SketchUp models containing grouped elements that are mirrored will incorrectly display these elements with the default material when imported using the Keep Hierarchy ...
UE4Editor crashes when creating static meshes. Event at startup time while it tries to create default object it crash sometimes. ...
This issue is related to [Link Removed] (which was fixed). However if the user creates a new actor and then adds a static mesh they can end up with permanent holes in their nav mesh. If the user tog ...
When a vehicle is on an uneven surface, the physics that are handling where the wheels should be placed is resolving sporadically, causing noticeable jitters and sometimes flipping. Regression?: Ye ...
Event does not fire at end of playback range. This does work with Forced Fixed Frame Interval Playback so wonder if this is invalid? I have some test content set up in //UE4/Main QAGame QA-Promoti ...
If either/both of the "Starter Content" or "Template and Feature Packs" checkbox's are not selected when installing/updating 4.12 from the Launcher, the engine .cpp files will not show up in Visual ...