If you place a GPU particle into your project and deploy to an iOS device that supports metal, the asset will not show correctly on the device. I have attached the assets that were used to this rep ...
Duplicating a Timeline from the MyBlueprint tab (instead of duplicating it in the Graph) creates a Timeline variable with no actual Timeline to edit. It is only possible to Set or Get this variable. ...
A Child PlayerCharacter BP in this project resets its assigned Anim BP to 'None' on restarting the project. The user reports that the Skeletal Mesh will also occasionally reset to None. I have not b ...
Using ServerTravel from a map set as the Transition Map with Seamless Travel enabled in the Game Mode will crash the editor. Probably related to [Link Removed] Reproduced in 4.7.2 binary and Main ...
TGA files do not have an image icon like the JPG files do in the Slate Dialogs in Linux. ...
Having an actor blueprint (A) that contains an array variable of references to another actor (B) that is connected to a Length node and a Vector array that is connected to a ForEachLoop causes bluep ...
Problems rendering higher resolution than 1080p from matinee with "Use Separate Process". Seems to render only part of the frame and is stretched. This is a regression from 4.10. [Image Removed] ...
A crash occurs when the licensee modifies the engine scalability settings after clearing and reapplying a landscape material. ...
OSSNull doesn't properly account for bShouldAdvertise or bAllowJoinInProgress. These should be updated in OnValidQueryPacketReceieved. (Note, bShouldAdvertise is explicitly ignored in LAN matches) ...
When you add or remove collision manually, the NavMesh will not update, even after rebuilding paths. The only way to get the NavMesh to update when collision is changed manually is to restart the ed ...