Screen Space shadows do not check the view boundary. This can cause extra shadows in split screen, as one view can cast shadows in another view. ...
When using a Destructible with World Support set simulate physics can be enabled so long as the DM has not been hit yet. Once it's been hit it no long is able to be set to simulate. ...
When a camera is setup in code with GetWorld()->GetFirstPlayerController()->SetViewTarget(this); the camera will work in the editor but a packaged version of the game has a black screen. ...
Going to an earlier point of a replay does not update to previous visibility state on an actor that was switched to not visible during demorec. Reproduced in 4.9.2 binary and Main (//UE4/Dev-Main C ...
When importing a Static Mesh into UE4 that is using the SOCKET_ naming, and is part of a Level of Detail set, the socket is discarded. If the Level of Detail set is removed from the Static Mesh, t ...
A Spline component that is altered in the construction script cannot be referenced by the Event Graph. ...
Extremely long Spline Point will cause the editor to lose FPS and crash some machines User Description: A couple of times I've accidentally scaled a spline node to be huge, causing the spline to ...
Making a call to GetPawn in an AIController class will return NULL which will crash when that return value is used. This is a regression as the call is made successfully in 4.8.3. Working CL: Work ...
This is a common crash affecting users on Mac and Windows. User Descriptionsremoving empty execution pins from sequence node Source Context 3952 void FBlueprintEditor::OnRemoveExecution ...
User is trying to use the Functional Test class to construct some automated test cases. Whilst doing this they noticed that adding a BP_Actor (just a static mesh engine cube) that simply rotates (v ...