Licensee reports: Dug into this further and our iOS devices aren't receiving any of the handshake messages sent by the Session Frontend (or any other UDP messages for that matter) because multicast ...
A user reported that when calling SetText on a text widget in a widget blueprint's PreConstruct causes an editor hang when you put a breakpoint on SetText and attempt to save the asset. The issue i ...
Crash occurs when the user changes a variable in the animation blueprint, and then undo's the change. Note that this occurs with any variable being used, but the callstack will be some what differe ...
Hit handled ensure when dragging the slider in Morph Target PreviewLogOutputDevice: Error: Ensure condition failed: DynamicData->MorphTargetWeights.Num() == LODModel.MorphTargetVertexInfoBuffers.Get ...
This is a somewhat common Mac crash occurring since 4.15 and into 4.17.1. Users have not provided any descriptions of their actions when the crash occurred. This specific callstack was previously ...
This is a somewhat common Linux crash occurring in 4.17.2. (there are a few older records in 4.16.2 and 4.17.1 also, but most occur in 4.17.2) Callstack from Log[2017.10.04-14.49.42:768][ 2]LogFi ...
Widget components appear to be affected by lighting. This causes differences in color between widget components and widgets that have been added to the viewport. ...
The depth of field blur when viewing through a cinematic camera no longer blurs between the camera and the point of focus. This is a regression; it was working as intended in 4.17. ...
Instanced Static Mesh components update incorrectly in Standalone and Packaged game. When hit, all of the instanced static mesh components will snap to a singular location instead of each individual ...
Disabling the SteamVR plugin in a Blueprint-Only project causes the packaging process to require an IDE to complete, as it requires compilation. Regression?: Yes This did not occur in 4.16.2 Note: ...