If ten or more of the same actor in a level have the "replicate movement" checkbox set to true, the editor will crash on PIE if the number of players is set to 2 (or with 1/2/3 players if dedicated ...
Pausing PIE does not stop timelines from running if players is set to more than 1. Test project attached. Reproduced in 4.9.2 binary, 4.10.0 binary, and Main (CL# 2776829) ...
Actors attached to a Child Actor Component do not replicate movement on the Client. User's test project attached. Reproduced in 4.9.2 binary and Main (CL 2735029) ...
Enum Variable doesn't pull/print the correct Default Value User Description: (Blueprint) User defined enum in 4.9 getting corrupted I believe there is a severe underlying issue in 4.9 regarding u ...
Sending a string or text of 1024 or more characters disconnects Client and Server. 1023 works without disconnection. Possibly a buffer overflow problem? Is this expected behavior? Reproduced in 4. ...
Child Actor Component references are not sent to the Server through a Run on Server RPC. Test project attached. Reproduced in 4.9.2 binary and Main (CL# 2758903). ...
First of all, I'm not sure this is an issue with UE4, but I'm not familiar with Blender to rule this out. A user has reported an issue when importing a Rigged mesh from Blender it will add an addi ...
ApplyDamage calls through to applyDamage on the apex actor, which takes the impulse and applies it to any fractured chunks. If however not enough damage is done to the component to fracture it, no i ...
Crash Reporter link: [Link Removed] With Source Context: [Link Removed] ...
As a blooming object (the sun in this repro case) leaves the view via the top-edge of the screen, some noticeable banding occurs. Happens in both PIE and -game. Found on: //UE4/Main CL-2991400 //U ...