Crash when destroying two components in a specific order in this user's project. The crash occurs under two circumstances inside the LogActor Blueprint: either DestroyLogPart is called for both Te ...
Functions in the Level Blueprint throw a warning on PIE: LogBlueprint:Warning: FMemberReference::ResolveMember (NewFunction_0) bSelfContext == true, but no scope supplied! Every function logs thi ...
Noticed when replying to a user on the forums (link included) When using the "Convert to Class Blueprint" feature in the level editor to create a blueprint from the selected actors, the created blu ...
Greyscale image compression and sRGB settings are rendering different results in the Texture Editor versus the Material Editor and in game. Texture Editor (sRGB = True, Compression=Greyscale):[Link ...
The Show Collision option in the Viewport does not show all collision during Simulate. ...
If you re-position the editor windows and hit save layout, the layout is not saved. ...
Grass map heights all appear to be 0 when generating grass on a Mac running 10.10. This bug does not occur on Macs running OSX 10.9.5 Putting a breakpoint in LandscapeGrass.cpp line 476 you can se ...
When the First Person Template is deployed to a Nexus 9 using ES31, there is an extreme magenta color over the screen. Disabling post process reduces the bloom, but there is still major color artif ...
User experienced unexpected AI behavior and was kind enough to share a stripped down version of the project. I was able to nail down issues user was experiencing to failed enum-to-byte conversion. U ...
If the console command "Stereo on" is used to enter Oculus mode in a standalone window, the onscreen window and Oculus viewport go black if the standalone loses window focus. Window is still runnin ...