If you 'Save All' after renaming an asset after it's creation, without any saves prior, it will appear in the windows explorer's content folder but will not be visible in the editor. ...
Creating a C++ class based on actor and adding components to it will build successfully and work as expected. However, creating two child blueprints of a parent that is based on that C++ class and p ...
Non local players cannot hear opponents footsteps and other various notifies, however, other sounds such as gunfire, etc. are present. Regression: User reports this issue is not present in the 4.8 ...
The ShooterGame client on Linux stops responding when the Windows host presses the Push to Talk hotkey and speaks into the mic to activate VOIP. [2016.09.16-19.09.24:159][575]LogCore:Error: Hang de ...
When you have the mouse cursor set to show in game, if you use shift+f1 to unlock the mouse, eject, and then attempt to click and move an actor using the transform gizmo, you are unable to do so. S ...
3D widgets attached to the camera render incorrectly when compared to the oculus rift. When the Widget is centered to the camera and attached to it in the Character BP the widget will render incorre ...
Blueprints with inherited Macros cannot save. Reproduced in 4.7.1 binary and Main (//depot/UE4/Promotable-CL-2455917) ...
If the Restart Game function is called in blueprints or code then the editor will crash when exiting PIE [Link Removed] ...
Increase in Engine Stats for large amounts of Hierarchical Instanced Static Mesh Components User Description: We are having performance drops of almost 5ms in 4.15 when using "Hierarchical Instanc ...
There is a crash when changing the value type of a MapProperty to something else that provides a ConvertFromType handler. The backward compatible loading code is not correct for map properties and e ...