If a VR headset is connected, it will be used for Y axis camera input in PIE if you have switched to and from the Landscape tab in the Modes panel. You can fix this temporarily by reopening the edit ...
Crash in FUniformExpressionSet::FillUniformBuffer trying access deleted UTextureCollection (Experimental in 5.6). The licensee describes their crash, their analysis, and a proposed fix: This crash ...
Getting a TextBlock variable from the Return Value of a Create Widget node inside a Player Controller will cancel all the nodes before it in Standalone. Does not occur in other PIE modes, and does n ...
This is another Tutorial crash that shares a similar callstack with [Link Removed] and [Link Removed], but those specific repro steps have been fixed while this one is still occurring in 4.16.2. On ...
The current engine version (4.22) seems to suffer a huge performance hit when using the demo recording (demorec) feature. This issue is present in both the editor and the packaged game (developer bu ...
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 ...
Reimporting a static mesh will cause some Static Mesh Editor values to be reset back to defaults. This was reported as JIRA UE-22205 back in 4.10 and was marked fix in 4.12. However, I wasn't able ...
Contact Shadows have more shadowing errors with lower to mid values than in 4.13 release when the feature was still considered experimental. Even low Contact Shadow Length value is causing issues. ...
Editor will crash when a skeletal mesh has been added to a level and then reopening the project later if you try and access this level. If you attempt to open the skel meshes in the content browser ...
A change was made to AActor.GetComponents which appends the results instead of resetting the output array. This seems to only impact 2 places in the code, and has a big side effect in the texture st ...