Having a LevelSequence opened and unhiding a sublevel can break the attachment hierarchy of the actors that are inside the sublevel. This also affects to the sublevel asset itself. ...
Crash when using new FCanvasDrawer Licencee notes that crash does not occur if "new FCanvasDrawer" is commented out. ...
Vulkan editor is very crashy on older cards due to memory pressure. I have to switch to OpenGL to work on the unrelated bugs. I'm attaching the details of the particular failure I had (see VulkanMe ...
Replay System throws an Ensure during demoplay when calling it in a different Level. The error is thrown at Source\Runtime\Engine\Private\RepLayout.cpp]. It does not prevent the Replay from being pl ...
When launching ASTC ARM64 packaged project onto S7, it'll crash with Signal 11. It seems very similar to [Link Removed]. ...
When setup for multiplayer, all players are able to move around and control the camera with the analog sticks but button presses of all controllers only affect player 1. ...
Animations imported with Skeletal Mesh are not marked as dirty and don't get saved. They disappear when the editor is restarted. This does not occur in 4.11 or 4.13. ...
This started happening recently in 4.13 integrations. StartCameraFade node no longer has any effect. Fading no longer works in new VR Template. ...
The backgrounds for the interactive buttons have seemingly scaled down in the 4.13 engine version. The button icon themselves seem to have been unaffected. Screenshot comparisons included ...
In the details for a Static Mesh Actor, MassInKg resets to 0 when the user tries to set it to something else. I couldn't reproduce this issue in 4.13. ...