Using Game Mode instead of Game Mode Base causes the Begin Play event to trigger in a different order. This is shown in the reproduction with the Begin Play of the Player Controller and the Game Mod ...
The creation wizard is not correctly adding the #include path in the CPP file. To fix the issue to get the project to compile you have to add the path in the .CPP file within Visual Studio. In this ...
InitOnly FReplicationStateDescriptors will have a value of 0 for ChangeMaskBitCount, so if an object only has COND_InitialOnly properties, its FReplicationProtocol will also have a ChangeMaskBitCoun ...
Instanced Static Mesh components created through the Construction Script aren't visible in Standalone Game. Collision is still present. They are visible in all other play modes and if created on Eve ...
Blueprints with inherited Macros cannot save. Reproduced in 4.7.1 binary and Main (//depot/UE4/Promotable-CL-2455917) ...
Attempting to compile anything in the editor (blueprint, widget, level bp, etc) will cause the editor to crash. Project Link: [Link Removed] Crash Reporter: [Link Removed] Note This has only been ...
Opening a specific particle system crashes the editor. If the particle system is used within a level and the level is played, the editor will crash with no callstack. Logs are attached. Frequency: ...
Disabling the 'Use Landscape Lightmap' when using procedural foliage, will skew the placed instanced meshes. Regression? Yes, this issue did not occur in the 4.13.1 release. ...
When opening a new blueprint for the first time Adding any static mesh component (Engine content or User created) causes the mesh to display with a bright green emissive. This issue occurs only in t ...
When using a Sequence that is a duplicate of another, without changing the event names, the duplicate Sequence will still fire off the event from the original even if the values are changed. Changin ...