User Description: In USceneComponent::PreNetReceive the old (in this case, non-null) AttachParent is being cached into NetOldAttachParent. In USceneComponent::PostRepNotifies, AttachParent and NetO ...
A customer has had problems running a game with a splash screen when passing -game flag to the editor. UpdateSpashScreen will call GetCurrentFrame, which can return a nullptr but fails to verify it ...
Using the Execute Console Command 'r.SetRes 1920x1080f' directly with an Event BeginPlay node within blueprints, any Stationary/Movable Skylighting information is no longer visible. A simple workar ...
Changes made with the property matrix are undone when compiling a widget ...
When using Capsule Indirect Shadows for Skeletal meshes who have their ILCQ set to Volume, and loading a SubLevel with it's actors not within the current camera's view, the indirect lighting is blac ...
This ensure has occurred with some frequency in the 4.14 and 4.15 releases, and has been reported in the linked UDN post. Though this Jira links to one specific CrashGroup in CrashReporter, there a ...
GetCurrentPlayers() is returning 0 each time it is called, regardless of how many players are connected to the server. ...
When a Sub Level is currently open (meaning it is listed as the persistent level in the levels window) and you save the level using the levels window the map build data registry will get destroyed. ...
This is Linux and possibly Mac specific. FixDeps step does not have the proper dependencies and instead depends on every library, even one it is not relinking. Reported on UDN (see additional URL f ...
UWorld::AttemptDeriveFromPlayInSettings() is returning NM_Dedicated server when Use Single Process is disabled in the play settings and the Editor Multiplayer Mode is set to Play as Listen Server. ...