When opening and closing blueprints within the editor, the memory continues to go up and doesn't seem to release the memory once the blueprint editor is closed. ...
Marquee selection in an orthographic view selects all bsp brushes in level, even if they are not under the marquee selection. ...
If a custom class named Vehicle is used as the base of a blueprint, closing and reopening the editor prevents the blueprint from being opened. The editor reports that the derived class is invalid. ...
After creating a plugin in using the New Plugin button in the editor the project will fail to compile. ...
The Move Directly Toward task does not seem to be working without a Nav Mesh in the level. Based on the tooltip "moves directly to the target without regard to any navigation system", it is expected ...
When you attempt to open a widget blueprint when you have hidden the animation and timeline panels, the editor will crash. There is a workaround: Window->Reset Layout will allow you to open the blu ...
Attempting to add collision to an EQSTestingPawn class is not possible, as the inherited capsule component seems to override any new collision. Simulating with the inherited capsule will cause the P ...
Using the "Automatic" option to compress animation results in crash 100% in UE4.10 but does not occur in UE4.9.2. *Regression ...
I was unable to test this due to not having provisions available to test on for tvOS distribution. However, we have reports of the following error: "PackagingResults:Error: Error Provision not foun ...
Blueprints with a Destructible Mesh component cannot have the mesh changed via the level details panel. It will not accept any new mesh via selection or dragged onto the slot. The Blueprint itself e ...