If a blocking volume is created in the persistent level and then moved to a sublevel, it will no longer correctly block objects in standalone game. ...
When entering VR Mode with a camera actor selected, attempting to either deselect the camera actor or select another actor causes a crash ...
A crash can occur if multiple Actors are spawned/destroyed simultaneously, with each Actor loading an asset when it is spawned. This does not occur 100% of the time, but it does occur quite frequent ...
When setting the console command r.shadow.MaxResolution to a value of 1 will cause a crash. CrashReporter: [Link Removed] ...
Forgetting to add the "virtual" in engine code implementations of these _Implementation functions makes them not overridable by users. UHT should catch this and emit a warning/error. For instance t ...
Adding an event dispatcher to one of the pre-created character blueprints in the template projects causes an increase in compile times. This does not occur with a blank actor or character blueprint ...
"Execute while paused" input action mappings do not trigger when using the pause console command. Workaround Use the "Set Game Paused" node, which works as expected. Regression (no) issue (does ...
Memory leak when comparing scale value with 0 on transform. It appears that the memory used by the editor increases by 25-50 mbs while comparing the scale to 0. Regression (no) issue (does) occur ...
When moving a component of an actor instead of the actor itself, the OnBeginObjectMovement delegate from GEngine is not triggered. It should match the behavior of the actor itself and trigger the de ...
If the Class Defaults are selected when compiling an animation blueprint, the will be deselected and the user will be required to select them again. This doesn't occur with anim blueprint nodes. A ...