When using a laptop with an added in graphics card that's Nvidia, the menus in the editor duplicate. However, if you force the editor to use the integrated graphics card, it does not occur. From th ...
Physics object resting on movable platforms have erratic physics behavior in 4.14. This is a regression from 4.13.2-3172292 User Description: When placing more than 10 or 20 blocks on a moving pl ...
Current HttpChunkInstaller consider version data of manifest.But it does not consider the manifest file update. So, if user update the manifest file, HttpChunkInstaller ignores it. If changing the V ...
When implementing a sequencer system that uses FSoftObjectPath to reference an actor placed in a level (at runtime, the corresponding actor is obtained by calling FSoftObjectPath::ResolveObject), Re ...
Currently FNotifyNodeInterface directly references notifies that live within the related anim sequence. This can cause intermittent crashes when notifies are removed as the UI can still reference t ...
An assert crash is now triggered when set a widget using material to WidgetLoadingScreen of FLoadingScreenAttributes then call FDefaultGameMoviePlayer::SetupLoadingScreen(). The ensureMsgf in quest ...
We recently encountered an odd issue where loading into our main world partitioned map would result in a crash caused by all streaming cells getting loaded at the same time. Turns out this was cause ...
The attached project is from a licensee who made a Quest system where a blueprint has several ConditionContainer instanced subobjects, that contain EdGraphs with custom question condition nodes. On ...
Right now the AssetManager uses different logic in ModifyCook vs VerifyCanCook, specifically related to secondary assets like textures or maps that are indirectly loaded by soft object paths and are ...
When an Animation Sequence is overridden by a LevelSequence, and later reverts to its original animation state, the AnimInstance fails to properly reinitialize. This prevents subsequent animation lo ...