A UDN user found a crash in the merge tool when using SVN. https://udn.unrealengine.com/questions/265740/crashbug-with-svn-merging.html The failing check() crash occurs in LoadBaseRev (Merge.cpp): ...
When you import a texture that is low resolution (such as pixel art) if you attempt to use it in a UMG image, the filter that you have applied to that texture is not inherited. This causes the image ...
After adding a classed based on ProceduralMeshComponent the code for the project does not compile any longer. **This is a Regression - Adding ProceduralMeshComponent class would compile successfull ...
When using deferred decals there are artifacts that are caused by the emissive color of the decal when viewing the decals from a low angle. These artifacts appear as thin lines on the edges of the m ...
Performing a Hot Recompile in the Editor after adding a BlueprintImplementableEvent to code class does not have the new event added to the right-click context search window in the Event Graph of a B ...
A crash occurs when attempting to run the Pixel Inspector tool after entering 'r.GbufferFormat 3' What this does is defines the memory layout used for the GBuffer. (affects performance, mostly thro ...
If the Open Level node is called on a persistent level Whttp://crashreporter/Crashes/Show/1838504 then the editor will freeze is the call is made through code or crash if done through blueprints. C ...
The default values of a Struct variable in a Blueprint will return to the default values of the Struct on compile when all values are set to 0. Possibly related to [Link Removed] Tested in 4.6.1 a ...
Set Actor Enable Collision doesn't turn off collision for Child Actor Components. User expects it to do so because other nodes like Set Hidden in Game work on the entire actor and the API explains i ...
This is an issue related to the behavior of the FlushPressedKeys function when called manually while a button is held. Once the function is called in C++, a Pressed event gets triggered even though ...