This was discovered through reworking a test case. I noticed the bug when I was hitting crtl Z through all of my edits and noticed that the brush size value did not change even though the notificati ...
Tracks don't reset to default actor state when "Active" is disabled Tags: inactive Sequencer ...
Instanced meshes called in player character do not correctly register overlaps with other actors. ...
After importing a skeletal mesh FBX (*IMPORTANT: With "Import Mesh" not selected the first time) the option box to "import mesh" disappears and the user is forced to use the originally selected "ske ...
When reimporting a static mesh settings that have been changed in the Static Mesh Editor will be reset to the defaults. ...
A crash occurs when attempting to save a level after building static lighting for a large landscape. I was originally investigating a memory leak issue with landscapes, and the user provided the pa ...
[Link Removed] Release-4.15 stream, latest. I built qagame in debug. Then I run it: trigger prox sensor - vr turns on 'stereo off' - vr off release prox sensor 'stereo on' - crash inside ovr_Submi ...
The logic in the AssetManager to determine if a scanned Blueprint should be added to the primary asset directory is wrong if that blueprint has an active redirect targeting it. The simplest way to r ...
From User Bug Submission: When an actor/component (e. g. a camera) rotates around another object using the rotation lag of USpringArmComponent, it cannot rotate to the top or the bottom. At these ...
When the player at index 0 sets its user focus it will cause other players to lose input. This does not occur when setting the user focus of players with an index higher than 0. ...