Have attached examples of this in action, including breakpoints showing the FDateTime::Ticks count as zero. Also showed that this is an issue for the existing GetYear/GetMonth/GetDay methods (and an ...
When entering VR Mode with a camera actor selected, attempting to either deselect the camera actor or select another actor causes a crash ...
When using FText::FromStringTable to initialize an FText variable in the constructor of an FStruct that inherits from FTableRowBase, an assert is caused due to recursion. The assert is as follows:As ...
A crash occurs when Opening a level with a Particle System that contains a warmup time and a Light module with High Quality Lights checked. This crash seems very isolated and specific as it does no ...
Certain calls made on Begin Play do not function as expected. Users expect BeginPlay to be called when the game is loaded/playable EX: Using GetViewportSize on begin play will return 0 for X and Y ...
Sequencer prefers rotation to be specified between -180 and 180, while the details panels prefer between 0 and 360. When auto-key is on, sequencer will add a key that does this conversion despite th ...
When you have a sub level with some level transform, changing its visibility then doing undo makes the sub level moved away as if the level transform applied twice. I could repro the issue in 4.13. ...
UWheeledVehicleMovementComponent no longer has an IsFalling variable. It originally inherited from UPawnMovementComponent which it gained this variable from but now inherits directly from UMovementC ...
This is one of the widespread D3D Hung crashes that have existed since 4.14. This particular callstack has affected around 300 users. The issue has been successfully reproduced on a home PC. Dxdi ...
In high-end mobile preview modes the exposure will return much more exaggerated results. This is related to the new default tone mapper settings since changing r.TonemapperFilm to 0 solves the issue ...