The engine crashes when simulating in the editor after painting foliage instances using the Foliage Tool. An important thing to note is that this crash does not occur if you switch out of the 'Foli ...
When uploading ETC2 packages to Google Play Store, it shows that 10712 devices were removed as supported devices and 332 remain. They did state in their AnswerHub that the unsupported devices still ...
FOnlineSessionLive::CreateSession creates the session early into the method. Later, the method can fail but the session and is never cleared up (see the various catch statements in the tasks which o ...
Reparenting a widget within it's own event can cause that widget's tree to have null references instead of references to slate widgets. This happens because when a widget is reparented, we remove a ...
When using the FBX Scene Import into Level with default settings so that the actors in the BP import as static, if you reimport them they will then be set to Movable in the BP. This is not a regre ...
While sculpting (holding left mouse button) if you press the right mouse button the brush will disappear. The brush will remain hidden while sculpting until the right mouse button is pressed once ag ...
Collapsing an event binding to a function results in a function that takes in a delegate as an input. This function existing ends up causing any references to this blueprint class in another class t ...
Possessing a pawn on a second client while using a dedicated server prevents the pawn from moving until net.shareshadowstate is set to false. This appears to be a regression. I was not able to repr ...
This was reported from https://udn.unrealengine.com/questions/323255/bugfix-onactive-not-triggering-for-gameplaycues-on.html In some case it looks like OnActive gameplay cues are not working proper ...
The GameState's PlayerArray is not being replicated in the same order. This occurred every time I tested in Standalone game, but did not seem to occur when I tested in a new editor window. The Sta ...