If a TArray has a TInlineAllocator with a large number and the class is used with a child Blueprint, the editor will throw an assert. If the base C++ Class is used instead of the Blueprint, the asse ...
Editor is crashing when setting closed loop in the construction script of a blueprint. This did not occur in 4.12.5 following the same repro, this is a regression. ...
Testing Vulkan DLS and hit this crash when running the app on Nexus 6p. This crash does not reproduce on Nexus5_4012_Adreno 330 ...
The following code in UPlayerInput::GetChordsForKeyMapping is at fault for this: !(KeyMapping.bAlt || KeyMapping.bCtrl || KeyMapping.bShift || KeyMapping.bCmd || ActionBinding.KeyEvent == EInputEv ...
The GetOverlappingComponents node isn't working correctly on mobile devices. It seems like it may only not be registering components that are spawned at runtime, as it does change the number of over ...
Running with Latest Android Works install and OpenSSL 1.0.2d, a packaged GearVR project from the Editor will fail the Oculus Submission Validator with 5 warnings. [Image Removed] Project Android S ...
Using a 3D Widget with a text block who's font size is set to 1,000 will give a fetal error when packaged. Note: The package will succeed, however when the project is opened the user will receive ...
NAND is not an associative operation, so it should not use the markup that makes N+1 input nodes work by calling the underlying function N times. This was brought to light here: https://udn.unreale ...
Typically users are unable to select a structs that reference each other but I was able to find a way around this by manipulating the Do Not Save functionality when closing the editor. Not a regres ...
A licensee has reported that opening a packaged game in 4.18 and onward will cause the packaged game to appear on their left most monitor, rather than their primary monitor. This was not the case in ...