Having a Matinee Controller in the Level Blueprint and a Visibility Track with multiple Show and Hides will cause a compile error in the Level Blueprint. ...
Navigation does not work in sub-levels. If the Nav Mesh Bounds Volume in a sub level is not touching a Nav Mesh Bounds Volume in the Persistent Level, it will not appear or function during Play. It ...
Once a project is packaged, If you enter the console command 'Show Collision' and the 'Quit', the project will crash upon closing. This is only occurring in a packaged project and not happening whe ...
Incorrect Root Motion Rotation on AnimSequences created with Sequence Recorder ...
'Emissive for Static Lighting' discarded when restarting or re-opening a project. I discovered this issue while testing [Link Removed]. This issue does not occur in the binary 4.11 release so I hav ...
If a static object has 'Use Complex collision as simple' set as its collision type, it'll collide with a player but will not collide with objects that are dynamically simulating physics. ...
After importing a mesh without any materials assigned, if you add a material slot and save the material. Reimporting this mesh will cause a crash. The only way to avoid this crash is to import a me ...
Print String node will stop printing to the screen if PIE is exited while Gameplay Debugger is active. Restarting the editor fixes the issue. ...
The plugin fails to be created with the name "Button". The name button or BUTTON works as a plugin name. If there are some names that plugins cannot be called, then an error/warning message in the o ...
Having a variable of the type EComparisonMethod inside of a struct causes the editor to crash. This could be due to the variable being as part of the Development folders in code. Attempting to repro ...