When building the source for the engine in Visual Studio 2015, if bDebugBuildsActuallyUseDebugCRT is set to true and the build configuration is Debug Editor, the build will fail. Full output log fr ...
When converting a project to a different version of the engine, the GenerateProjectFiles.command process is not ran as it would be on Windows with GenerateProjectFiles.bat. This can cause issues, es ...
If you package with Runtime Generation set to Dynamic and then switch to Static and attempt to repackage, the packaging will fail with the following error message.[2016.02.08-16.18.14:511][217]MainF ...
Macro Inputs and Outputs cannot use ECollisionEnabled Enum as a variable type. ECollisionChannel and ECollisionResponse are available. ...
Input Action Events are not included in the list of overrideable functions in the My Blueprints tab. Reproduced in Actor Blueprints and Player Controller Blueprints. This is a regression: overridin ...
When placed in a vertex shader portion of a material the Object Position calculates correctly for each instance of a instance static mesh. In the same setup, Object Orientation calculates only the ...
When a player pawn overlaps a foliage/instanced mesh component, it triggers repeated begin/end overlap events on the foliage actor even when the player barely moves. ...
ScreenPosition is not updating when the viewport is resized. As the viewport is made larger, screen position scales to match this larger area. As the viewport is made smaller, screen position contin ...
Getting a blackboard value as int and then attempting to increment it does not actually increment the value. Upon attempting to increment a value that started at 0, the editor continued to print out ...
Pausing simulation in PIE does not pause looped timers on the Server when players is set to more than 1. The Client pauses the timer as expected. With only one player, timers are paused as expected. ...