If StepIn is performed on a module for which the Interface function is not defined, a crash will occur. ...
When changing the variable type of a variable that is used in a function for a blutility a crash can occur ...
REGRESSION RANGE WORKING: 9404494 (right before Dev-Core copy up at 9405827 BROKEN: 9407021 (Dev-Networking copy up) NavigateToFunctionSource: Unable to find symbols for 'UPaperFlipbook::GetNumFr ...
When importing an FBX file with only lights (in this case) via the "Import Into Level" feature this will cause the cook to fail. This can be resolved by adding geometry into the FBX file. ...
When a non-root component for an actor is moved in the blueprint viewport, that component's PostEditComponentMove function is called. Adding the actor to the main editor viewport and then moving th ...
Demo drivers that are actively playing back a replay while still connected to another server as a client (via game net driver) will generate warnings due to the function forwarding code (UNetDriver: ...
When a parameter is placed directly within a material it's group assignment works. The parameter is listed within its group in material instances. This does not work with parameters that are creat ...
When SetWidget is called, the call to Widget->MarkPendingKill(); causes the widget to lose functionality if the widget being created is the same as the widget previously removed. ...
Users on the forums are hitting a crash on their initial launch of the engine into dx12. There is currently a workaround to load into the project with dx11 first, compile shaders, then youre fine to ...
The 'Add Movement Input' node no longer functions on a Default Pawn. This worked in 4.5.1 & 4.6.1. ...