Having wildcards in the path for AdditionalPluginDirectories causes apps on Android to crash on launch. When testing this on iOS, the app did not crash but froze at the splash screen instead. Androi ...
This was found as a result of Licensees doing a Code Review of the Engine code. Here's the code snippet in question. It seems to be missing a line similar to Vertex->TangentY = InTangentY;.: int32 ...
A crash occurs when setting the WorldGridMaterial from the Engine Content to the Unlit Shading Model and pressing apply. ...
Several Users are experiencing crashes on importing a 4.6.1 project into 4.7.0 (Release) Here are the crash reporter links: [Link Removed] [Link Removed] [Link Removed] [Link Removed] [Link Removed ...
Undo after disconnecting a target pin will cause a series of internal compile errors User Description: I've run into what I think is a bug when attempting to compile a blueprint after mistakenly b ...
See steps to reproduce. Looks like the fixup when saying Yes to "Would you like to transfer the interface functions to be part of your blueprint" doesn't work correctly on the duplicated BP. Inter ...
When using static or dynamic modifiers only navmesh, there are times that the navmesh will build and display correctly in editor, but it does not get properly loaded at runtime (PIE/SIE). The Recast ...
There is some unexpected behaviour around GameFeature Plugins (GFPs) when packaging with chunking enabled most noticeable when using PrimaryAssetLabels (PALs). Firstly, PrimaryAssetLabels do not ap ...
Reported in SF [Link Removed] and [Link Removed] Users on Mac are reporting inconsistent rendering results for Lumen in image exports that do not include any settings changes. When exporting some ...
When the gameplay framework component manager creates components as part of CreateComponentOnInstance, it passes in the requested class name as the literal name of the component instead of using the ...