Attempting to play an anim montage for a character without having the Anim Blueprint Generated Class set will cause the editor to crash. Crash Reporter Link: [Link Removed] ...
When following the documentation on setting up automation tests, the sample provided for "Simple Tests" does not successfully compile. One of two compiles errors is given based on the TFlag used A ...
Building the Engine in Visual Studio will fail due to an unresolved external symbol error if a new global variable is added to CoreGlobals.h and then referenced elsewhere in the Engine code. The bui ...
When a camera is setup in code with GetWorld()->GetFirstPlayerController()->SetViewTarget(this); the camera will work in the editor but a packaged version of the game has a black screen. ...
Mouse Up Detection lost inside Scrollbox when dragging and releasing inside. This issue occurs when trying to detect on mouse up for a scroll box Regression: This issue also occurs in 4.14.3 ...
In AbilitySystemComponent_Abilities.cpp, the check for the client being on a different section on line 3059 checks that the RepNextSectionID is not the current section. One would assume this is beca ...
The bUseIncrementalLinking option does not appear to actually perform an incremental build when building for the Debug or DebugGame configurations. When a build is performed with bUseIncrementalLink ...
The texture streamer does not appear to take into consideration the size on screen of any BSP brushes, only static meshes. When a large brush, and a very small static mesh, both using the same textu ...
During PIE instance initialization, there seems to be a window during which UWorld::GetNetMode will not return the expected value: before the instance's NetDriver has been created but after UGameIns ...
While setting up whole scene shadows, CasterOuterFrustum is used to cull shadow casters from PrimitiveOctree. CasterOuterFrustum doesn't extend far back enough, which means that if an octree node fi ...