If "bDoFastBuild" is enabled on a Static Mesh asset, in-editor it will never be able to have Nanite data built for it, preventing the Static Mesh from using Nanite. There is no way to fix this issu ...
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. ...
When a hot reload occurs in the editor, if the component of a placed actor is selected then focus will switch from the component to the actor's root. This can be confusing when the root is a code c ...
iOS Game Center multiplayer create session does not function or crashes app. ...
All entries in the Project Settings window are suppose to be saved in the DefaultEngine.ini file. This does not occur for settings related to Support Agents such as Can Walk, Can Crouch, etc. Note: ...
When using a Shooter Team Start to set up team spawns in Shooter Game, enabling the Not for Bots, Not for Players, or the Spawn Team options don't seem to have an effect, as both the players and bot ...
2 GB/hr Memory Leak on maps with no Sky Sphere or Atmospheric Fog to occlude empty space. The leak also occurs during general usage, but was tested with a blank project and an absolutely blank leve ...
User reported that they are unable to save assets after running tests: https://answers.unrealengine.com/questions/742429/cannot-save-or-change-assets-after-running-a-autom.html ...
When an animation blueprint is using the "Linked Anim Graph" node and it's skeletal mesh has a post process animation blueprint the animation is played at the wrong playrate. Linked Anim Graphs wer ...
Generated from CrashReporter ...