Attaching / Detaching a blueprint actor to a player in a network environment causes location errors when the detach occurs. Even without the attach events being replicated or the blueprint's movemen ...
Values set on Blackboard Keys are persisting after stopping and starting a new PIE session. Restarting the editor sets these values back to NULL. ...
When using MS-IME as Japanese input method, scrolling out the text field out side the view causes bIsComposing to be set false - this state causes instability of the editor. Crash happened with Win ...
A crash is occurring in a packaged project that is using blueprint nativization when an interface function is called. This crash does not appear to be producing a callstack in the Crash Reporter w ...
GetCurrentPlayers() is returning 0 each time it is called, regardless of how many players are connected to the server. ...
When a variable is set to Skip Owner replication, it is still being replicated to the owner in a packaged game. This is inconsistent with the behavior in the editor, as testing this using Play in Ne ...
This ensure has occurred with some frequency in the 4.14 and 4.15 releases, and has been reported in the linked UDN post. Though this Jira links to one specific CrashGroup in CrashReporter, there a ...
Actor's do not appear to be ticking when a level is first loaded when using a Level Streaming Volume. The Tick event will fire on the second and subsequent attempts. Edit: After further testing, th ...
AI Controllers' Possess function is being called when opening a blueprint that has the Auto Possess AI option set to Spawned. ...
Quote from the licensee (FbxSkeletalMeshImport.cpp inside "// merge bones to the selected skeleton"): this happens because in UnFbx::FFbxImporter::SetupAnimationDataFromMesh, the function FindFBXMe ...