Engine\Source\Runtime\PacketHandlers\PacketHandler\Private\PacketHandlerPCH.h is missing the #Pragma Once header define guard which causes build to fail. ...
If the editor is launched and PIE is started with no controllers attached, attached two controllers with allow Player1 to receive input from the first controller but Player2 does not receive input f ...
Rotated component made into root displays incorrectly in the blueprint editor. Closing and reopening the BP editor corrects the displayed root component. ...
The UObjectLibrary::RemoveObject function has mixed up logic inside of it that causes it to remove objects from the incorrect array. It currently removes from the Objects array if bUseWeakReferences ...
RHIUpdateTexture2D uses the wrong size for the per-row memcpy, which means we can't support passing in an offset within a larger image in the SrcData pointer (doing so will result in an access viola ...
By default, the local motion controller would move remote player's motion controllers as well. Add the following to the beginning of the tick function in the MotionControllerPawn blueprint makes it ...
Using the GetSubPaths command in Standalone does not return any paths. From the answerhub user's research, it seems that CachedPathTree in AssetRegistry.cpp is not being initialized like it is in ei ...
When upgrading a project to 4.15 (in my case from 4.14.3), the colors seem to have shifted in contrast/saturation. It is not a huge difference, but noticeable enough to affect the overall result of ...
The Epic Mannequin no longer renders correctly when using an Integrated Intel HD Graphics 4600 GPU. The character will either have parts of his body hidden(4.14) or completely black(4.15) depending ...
The Box Extent property does not seem to be updating when changed on an instance of an actor in the level. The size of the box will change, but when the value is printed, it is still printing the in ...