Crash occurs when attempting to add an actor component c++ class to a game mode blueprint if the actor component is tagged with the Within="GameMode". Found in 4.11.2 binary, reproduced in 4.10.4 ...
User has found an issue where ribbons are rendering with gaps/break in. They say it's only happening in 4.11 and have provided an example asset. ...
The current version of the oculus audio SDK fails to initialize for some clients. We haven't been able to reproduce the problem internally but we're told from Oculus that updating the SDK will fix t ...
Sandbox mode not dealt with here... const FString CrashContextXMLPath = FPaths::Combine( *FPaths::GameLogDir(), *CrashContext.GetUniqueCrashName(), FPlatformCrashContext::CrashContextRuntimeXML ...
Borders around edit inline items seem wrong. Inline items get their own dark header bar but nothing at the end of the item so it doesn't appear separate from the next property in the parent object. ...
Get array node will disconnect on restart if it's getting from an array variable of the same bp. User Description: I have connected GET and Target, then saved and closed the editor. Then I created ...
If the user gets the world location of the arrow component ( one example) in a packaged project it will cause the game to crash. This does not happen in the editor and it has to be done one the thir ...
Several users have reported crashes where the Heightfeild loaded from the DDC and physical material list do not match. Suggest adding the number of physical materials to part of the cooked heightma ...
When light shaft bloom is enabled the lights will create straight beams of light even when not blocked by anything when shown in VR for the oculus. ...
Packaging with the [experimental] Code Editor plugin enabled causes a crash during the packaging process in 4.8 source. The crash does not kill the editor, project can recover by choosing for Window ...