The editor is crashing on the second PIE attempt when using seamless travel to travel from one map to another when both maps contain the same sublevel. The travel is taking place using: PlayerContr ...
Many clients have hit a crash due to an Apple library using operator delete on a memory block that was not allocated with operator new. This happens with the following callstack on iOS9 in UE4.13 o ...
Upon exit it appears that some resource is trying to clean itself up after the RHI has been destroyed. Call stack (approximated) looks like: FOpenGLDynamicRHI::InvalidateTextureResourceInCache() ~F ...
When running a launched or packaged version on an Android device, if there is a particle emitter, it follows the camera looking up or down. If you have more than 1 particle emitter, it seems to corr ...
In the Gameplay Tag List, if the user adds a string of tags, then adds one on top of it, attempting to delete the previous end subtag will produce a toast saying the tags were deleted. However, the ...
In vehicle Advanced template, the vehicle seems to lose control when going over landscape and when alternate turning left to right. The vehicle appears to be skidding on ice when attempting to turn ...
AGameModeBase::GetGameSessionClass wasn't properly returning the set GameSessionClass. ...
A crash is occurring on project load when attempting to use GetParentActor and cast that to a Parent class that contains a child actor component inside of that child actor component's blueprint. T ...
This looks like a bug with shader pipeline compilation and custom expressions. ...
// enforce color target is <= depth and MSAA settings match if(RTTDesc.Width > DTTDesc.Width || RTTDesc.Height > DTTDesc.Height || RTTDesc.SampleDesc.Count != DTTDesc.SampleDesc.Count || ...