Setting the Start Awake flag of a component to false is not respected when the actor is in a streaming level. ...
Following launching a packaged Media Framework project, the application crashes. Different behavior is observed between iOS versions. When tested in 7.1.2, the video played in the scene for a few s ...
Scrubbing Playback Speed is very sensitive and even a small mouse movement will cause playback speed to jump way too much. This makes it very hard to set it to smaller values and mostly a usability ...
Lighting is invalidated with levels that have been duplicated or Saved As. The maps that are created are immediately marked dirty and need to be resaved vs how they were in 4.12.5 where they wouldn' ...
Print String does not persist when called on Event Tick within a Cinematic Camera Actor Blueprint. This could be problematic if users have a cinematic camera in their blueprints and using Event Tic ...
Currently FInternetAddrBSDIPv6::SetIp(const CHAR* InAddr, bool& bIsValid) does not handle all valid formats of IPv6 addresses. Need to rework the function to be more robust, and properly handle all ...
When doing overlap tests in PrimitiveComponent, UWorld->ComponentOverlapMulti is used. The callstack for that ends up looking like this (callstack is inverted, highest level on top): UWorld::Compo ...
When dragging and dropping a function into a graph the action will not be added to the undo filter because of this undoing after dragging the function into the graph causes the node to change instea ...
While the engine currently supports a P4Changelist argument when launching the editor from the command line, we are only currently using it to check out assets through FPerforceCheckOutWorker::Execu ...
If the Windows Taskbar is docked on the right side of the screen, when Playing in Editor (Standalone Mode) game AND/OR a final packaged game, entering fullscreen results in the game window opening t ...