Reported by users and seen once by myself. For a project which can exhibit this see: https://udn.unrealengine.com/questions/265039/example-project-for-ios-build-hang-and-poor-modula.html ...
Timers set to a low time setting, but that are not set lower than tick, have a significant impact on FPS as compared to tick when updated a large number of objects at the same time. ...
This is a top crash occurring in the 4.11 Preview Editor crashes when exiting and having a widget blueprint open. Regression: Yes does not occur in 4.10.2. ...
See UDN thread, which includes suggested fix. https://udn.unrealengine.com/questions/267677/attachactortocomponent-scale-issue-with-scaled-com.html ...
Printing the result of the 'Get Move Ignore Actors' node will crash the editor. The Licensee found the issue while exploring a workaround for this JIRA:https://jira.ol.epicgames.net/browse/UE-14734 ...
Licensee reported behavior of configuration file hierarchy is different form document here (https://docs.unrealengine.com/latest/INT/Programming/Basics/ConfigurationFiles/index.html) Doc: 1. Engine ...
The change to make the grab handle a uniform size in CL# 3319966 changed the distance from the top of the node to the pin, which breaks a part of their primary purpose, to soothe OCD misalignment is ...
https://udn.unrealengine.com/questions/267570/actor-variable-pointer-null-after-net-relevancy-lo.html#answer-267836 ...
Shader compile error in function PositionOnlyMain() in ShadowDepthVertexShader.usf if defined INTERPOLATE_POSITION. LogShaderCompilers:Warning: 1 Shader compiler errors compiling WorldGridMaterial ...
Replacing a StaticMesh actor with a C++ class that extends AStaticMesh changes the selected static mesh asset. But making a blueprint of that static mesh and replacing using that instead doesn't ch ...