When there are a large number of static meshes within the Foliage paint mode, some of the mesh thumbnails are duplicated and do not accurately reflect the correct static mesh to paint as foliage. T ...
Upon exit it appears that some resource is trying to clean itself up after the RHI has been destroyed. Call stack (approximated) looks like: FOpenGLDynamicRHI::InvalidateTextureResourceInCache() ~F ...
Trying to deploy a project that uses an external plugin (not located in either Engine/Plugins or Project/Plugins) will fail. The error message states that it is looking for the plugin to be located ...
When running a launched or packaged version on an Android device, if there is a particle emitter, it follows the camera looking up or down. If you have more than 1 particle emitter, it seems to corr ...
In the Gameplay Tag List, if the user adds a string of tags, then adds one on top of it, attempting to delete the previous end subtag will produce a toast saying the tags were deleted. However, the ...
When using a blueprint with a destructible component, you can call the SetCollisionResponseToChannel node of that component in the construction script. As a result the engine will crash when attempt ...
In vehicle Advanced template, the vehicle seems to lose control when going over landscape and when alternate turning left to right. The vehicle appears to be skidding on ice when attempting to turn ...
'Get Closest Point on Collision" node is used to determine the distance between a primitive component (target) and another specified location (Point) as well as provide the point on the target. Thi ...
AGameModeBase::GetGameSessionClass wasn't properly returning the set GameSessionClass. ...
A crash is occurring on project load when attempting to use GetParentActor and cast that to a Parent class that contains a child actor component inside of that child actor component's blueprint. T ...