Eventually, the ReplicateUsing function called out for a UPROPERTY is no longer being called. After investigation, it appears that the data is making it from the Server to the Client, but that the d ...
Nav Modifier volumes are not affected the nav mesh until they are moved from their initial placement position. Found in 4.13.1. Reproduced in 4.12.5 and 4.15 Main CL 3163223 This is similar to [Li ...
If you check "actor hidden in game" in the details panel and then set that value to false durring runtime, any particle system component attached to that actor will remain hidden. ...
ComponentBeginOverlap / ComponetBeginCursorOver / ect. events do not trigger for a component that is added during runtime. ...
Game was rejected from the Mac App Store for attempting gain read/write access to directories which weren't permitted. Reporter of issue has proposed a possible fix on his AnswerHub post: These tw ...
A licensee has pointed out that a log message in ExclusiveLoadPackageTimeTracker at line 191 is saying the opposite of what it means. This is the line in question:UE_LOG(LogLoad, Log, TEXT(" ... ...
Adding a HISM as a component within blueprints and referencing a Static Mesh with LODs, creates extra/additional and material elements. ...
A licensee reported an issue where a recent change to SButton.cpp in 4.13 causes an issue with Precise Click in multiple situations, his example being the one described in the repro steps, which is ...
On the Nvidia Shield (portable with the controller attached) if you have a dynamic directional light and at least one dynamic point light no lights will be rendered in the level. Or even just using ...
If SpawnActor is used with a class of an existing Actor that has a Procedural Mesh, the game will crash. ...