A GameplayAbility that destroys its owning actor inside ActivateAbility() causes a crash, because actor destruction will modify the ability list but ActivateAbility() is called within an ABILITYLIST ...
Attempting to package for Android when your SDK settings are pointing to a directory that contains spaces results in a failure. This can be worked around by moving the NVPACK folder and its contents ...
If the project is hot reloaded while a Switch on Enum is inside of a blueprint which is switching on a custom enum, the switch will become corrupted. It changes the 'selection' pin to take a Byte pa ...
We no longer include a note/warning when an expected execution path will not be taken in a function graph due to the presence of a return node. This was inadvertently removed by the change that intr ...
When applying a dbuffer decal to a surface with a small axis value for the decals size it will flicker. Attached gif to demonstrate. Reproducible in: 4.11 P8 CL-2916259 Dev-Main CL-2922677 ...
When attempting to package this project for a mobile device, the build with fail. I tested in main and 4.7 release and the build will always fail. Project: [Link Removed] Users log: https://ans ...
actors that are deleted via blueprints remain in the scene outliner during PIE Regression: No (Issue was occuring in 4.6)https://answers.unrealengine.com/questions/44271/why-are-destroyed-actors-in ...
Adding values in the details panel to a new Capsule Collision Component will not affect the Capsule in the CharacterBlueprint Viewport. *This only effects a new Capsule Collision added to a charact ...
Licensee request for this as it is affecting productivity. Likely requires a method of allowing a user to choose which behaviour they prefer. For reference, the behaviour changed in CL 11684461 to f ...
This is a common crash in the 4.16 release. The callstack is similar to [Link Removed], but that was fixed in 4.16.2 while this crash still occurs. Users have not provided any additional informati ...