Suggested fix is to relocate the Super::PreExit() call to the end of UGameEngine::PreExit() so that level streaming can be safely flushed before the MID cache is cleaned up. ...
One of our licensees pointed out this problem. I've tried all the common redirector problems (write / read permission, multiple instances of the editor, renaming the assets, running the commandle ...
When depth of field is activated in a project running on an iOS 8 device, the project will close to the Home Screen. ...
We use GetEditorWorldCounterpartActor in the sequence recorder which cant work in standalone builds as it relies on GEditor. The best fix would probably be to just add a guard for GEditor to GetEdit ...
See repro steps. The phantom references can be fixed by recompiling the child BP and saving it. Note that just loading ChildBP2 does not fix/remove the reference during compile-on-load, so it's a ...
Instanced variables were given a fix in response to this issue: [Link Removed] Once implemented, when the project is compiled the data from the blueprint instanced variable is removed. A recommend ...
Adjusting properties of a Blueprint instance's components in the level does not update references to the properties in the BP's Construction Script. Note: this would work in 4.8.3. Reproduced in 4. ...
Need to fix the Bug: Parameters that linked to LandscapeGrassOutput in master material instance do not updates automaticaly in viewport. After parameters change you are have to modify any of your us ...
UDN customer reported that using automated groom import through Blueprint was crashing. This can probably be reproduced with a Python script using an asset import task with the automated flag set to ...
User reports that in 4.8 in some cases bodies for Static-mobility ISMC instances are not yet initialized when BeginPlay is called. It seems like deferred creation for level streaming should be com ...