For single threaded mode, we need to update FMonitoredProcess to handle processing in a single threaded fashion. Currently, we are continuing before the process has completed, which could result in ...
Depending on how a Blueprint is created from a custom User Widget code class, the resulting Blueprint may not be a Widget Blueprint as expected. Right-clicking on the code class in the Content Brows ...
The 'Wait for Movies to Complete' flag has had its behavior reversed. Previously when you had the flag set to true, it would wait for any intro movies to complete before loading the level. Now it se ...
The Editor can crash if a fixed-size FText array is created. Attempting to edit one of the values of the array in a Blueprint will result in a crash. ...
This looks like a thread safety bug that's been in the clothing system for a very long time. Essentially a skeletal mesh component does a transform update and attempts to update the collisions of a ...
In 4.13 game developers had the option to adjust the streaming distance multiplier on their rigged characters in order to stop their textures mipping out in certain situations. This option has bee ...
If the game is set to show the mouse cursor, moving the cursor to the bottom of the window will bring up the Dock while in fullscreen. ...
Local blueprint variables do not appear to be displaying their tooltips when Get or Set. This is inconsistent behavior, as adding a non-local variable displays the tooltip when Get or Set. ...
Certain files for building menus is calling the wrong extenders List of known conflicting functions:FSkeletalMeshEditor::ExtendMenu() [Engine\Source\Editor\SkeletalMeshEditor\Private\SkeletalMeshEd ...
Some users are reporting that User Defined Enums are losing their display names when upgraded to 4.15. ...