The GetOverlappingComponents node isn't working correctly on mobile devices. It seems like it may only not be registering components that are spawned at runtime, as it does change the number of over ...
UActorChannel::SetChannelActor contains old code to synchronize the channel sequence numbers for a connection if the channel index is reused. This seems unnecessary now that we intentionally update ...
Google App store rejects UE4 apps with the response: "App switches to a 2-dimensional view unexpectedly When in VR, your app should never display any 2D images. For more information and examples, p ...
Components that have event's cooked up to their On Component Activated Event do not fire if the component is set to AutoActivated. This does work if the Activation event is triggered by other means ...
Converting a BSP to a static mesh will freeze and crash the editor when done on Linux. Windows does not exhibit the same conversion crash. ...
Opening the maps from the Soul: City asset pack on Linux causes a crash. This seems to be rendering related. It was originally reported as a Vulkan specific issue but we've reproduced it without Vul ...
overlap events do not fire when collision components such as sphere or capsule collision components are added to a vehicle blueprint. Overlap events seem to register if the component overlaps with o ...
When using static or dynamic modifiers only navmesh, there are times that the navmesh will build and display correctly in editor, but it does not get properly loaded at runtime (PIE/SIE). The Recast ...
Actor's do not appear to be ticking when a level is first loaded when using a Level Streaming Volume. The Tick event will fire on the second and subsequent attempts. Edit: After further testing, th ...
The asset manager is used to scan directories on disk for different Primary Assets that can then be loaded on demand. Game feature plugins support the ability to add additional scan directories when ...