When using the Add Child Actor Component node with a class set on the node with Blueprint Nativization enabled, the packaged game crashes upon launch. A workaround for this is to leave the class bla ...
When a character is spawned from a template of an existing character instance, the existing instance loses the ability to read any input. This was discovered when testing the crash fix for [Link Re ...
Crash occurs if the user splits an Output Parameter on a function, then links one of the pins, and then removes the parameter entirely. I could not reproduce this in Main. ...
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 ...
If Pause Event is played in second half of Fixed Frame Interval, you can't resume playing. Pause event appears to fire again when trying to resume playback. To expand on the summary, if you have a ...
With Pause Event on frame 0, sequence will never be able to resume playing. It appears to trigger the event again. ...
A crash occurs when attempting to run the Pixel Inspector tool after entering 'r.GbufferFormat 3' What this does is defines the memory layout used for the GBuffer. (affects performance, mostly thro ...
Editing the Child Actor Class of a Child Actor Component owned by a Parent BP can corrupt the Child BP's state. This seems related to known serialization issues, where changing a Parent's Property ...
Workaround is to remove the call to GetStereoLayersDirty in FSteamVRHMD::UpdateLayerTextures() ...
T.MaxFPS not restored when exiting PIE while Fixed Frame Interval Playback is enabled Regression: YES Directly related to CL:3365017, it would seem. Broken: 4.16 Worked: 4.15 ...