Licensee has reported intermittent crashes when loading a map that contains Child Actors with Text Render Components. When the child actor blueprint is spawned all of the text render components st ...
Widgets are not getting proper input when a game is first launched. Until the player clicks in the window at least once, widgets will not respond to any hover events and the first click will not hav ...
A licensee encountered a crash during InjectTranslucentLightArray: according to them they fixed the issue in ShadowProjectionCommon.usf: /** Cube map texture. */ TextureCube<float> ShadowDepthCub ...
When overriding a BlueprintNativeFunction in a child class, if the inheritance is multiple levels deep, the override does not work correctly. As shown in the reproduction steps, this the example to ...
-map is consumed by both cook and run for different things, which is confusing and means the help information is misleading ...
When creating and modifying a material, the base Texture Sampler count and instructions are returning incorrect values. In 4.14.3 whenever you create a new material the Texture Sampler count is 0/1 ...
It's unclear what/who is waiting and what is supposed to happen when the timeout triggers. Also, this is only implemented on Android. ...
It seems that in CoreNet.h, there are two constructors declared. However, only the first constructor is defined in CoreNet.cpp. If you look in CoreNet.h, you'll notice that FNetBitReader( int64 In ...
In 4.8.2 QA Build - Making the changes to BasePassPixelShader.usf listed below, adding two texture samples and then using the Preview Arrow toggle on the add node will hard crash the CPU, requiring ...
Making a blueprint variable a container (a Set or a Map with the Variable's "Pin Type" set to a custom Enum) and restarting the editor causes the editor to crash when opening the blueprint. Note: O ...