Making a call to GetPawn in an AIController class will return NULL which will crash when that return value is used. This is a regression as the call is made successfully in 4.8.3. Working CL: Work ...
When this issue occurs printing out the addresses of each item in the array shows that elements 2 and 3 have the same address, so for some reason the second element's value is being overridden by th ...
On the 6S, the SunTemple scene is almost unresponsive. As the player uses the thumbsticks, the lightmaps from the windows rotate to mach the player's movement; but they are the only thing. This doe ...
Print String node will stop printing to the screen if PIE is exited while Gameplay Debugger is active. Restarting the editor fixes the issue. ...
See https://udn.unrealengine.com/questions/505632/view.html for more details Repro: -Have a mesh with 3 sections and 3 materials, assign section 1 to material 1 and section 2&3 to material 3. -Pla ...
User comments:Packaging Android Crash with similar callstack fixed in 4.16: [Link Removed] I verified that the repro steps in that bug do not cause a crash in 4.18.3 Similar crash on Mac: [Link Re ...
When a widget with a spinbox is calls it's Destructor with "Multithreaded Destruction" enabled the engine crashes. I have tested in 4.23.1, 4.24.3, and 4.26 Main with "Multithreaded Destruction" dis ...
After creating a new HUD blueprint class and calling it to render a translucent material, the material does not render at all. This is not the case with any other Blend Mode when called to render to ...
When Ribbon Data in a particles system that is following is scaled in an instance the ribbons scale appropriately, but they don't follow updated location of their source particles. See the attached ...
A widget set to a specific row and column within a Grid Panel, that has been assigned multiple rows and columns, and then spanned across other rows and columns reverts to it's default position and s ...