We should get to the bottom of this workaround and revert it eventually. Reported here: [Link Removed] ...
If a skeletal mesh component is has SetTickableWhenPaused set to true then the editor will crash when the game is paused. This happens when set in blueprint or code. ...
If two code components have the same TEXT("") name in the CreateDefaultSubobject call the code will compile correctly but the editor will freeze when adding an instance of the class or classBP to th ...
Sprites using a lit material render black in Orthographic views. Sprites are rendered as expected in Perspective view. ...
ESplineMeshAxis Enum is not available as a variable or struct User Description: I have a struct that is responsible for holding many of the properties of my spline meshes. I want it to hold the ES ...
Creating a C++ class based on actor and adding components to it will build successfully and work as expected. However, creating two child blueprints of a parent that is based on that C++ class and p ...
Shown in the Behaviour Tree Graph, if the Dropdown menu's length exceeds the Behavior Tree Graph window, the menu will try to offset it's position in order to display all information and will flicke ...
When a mesh is slave to a master mesh, its morph targets will flicker when Played in Editor. This does not occure with the same assets in 4.8. This has been reported by at least two different use ...
If the Restart Game function is called in blueprints or code then the editor will crash when exiting PIE [Link Removed] ...
There is a crash when changing the value type of a MapProperty to something else that provides a ConvertFromType handler. The backward compatible loading code is not correct for map properties and e ...