The build system supports many types of flags that can be enabled in game-specific Target.cs files to enable things like logging in shipping, target-specific overrides like custom config, or enablin ...
When using ComplexCollisionMesh of StaticMesh asset, at the time of hit, the physical material refers to the material of the drawing mesh side using the material index of the collision mesh side. T ...
This is a common cook crash affecting users in 4.16. It is possibly the same issue as described in [Link Removed] for past engine versions. Source Context 33 virtual void Serialize(void* ...
User description: When I run two windowed standalone instances to test multiplayer, the unfocused window gets about 2-5 fps...but if I focus on it, smooth 120fps, yet the opposite screen is now onl ...
Since the contents of a ListView are virtualized, the ListView estimates the size of the scroll box's contents based on the on-screen elements. This can lead to some situations where DistanceFromBot ...
When the same AnimMonotage is played again while moving with MotionWarping & RootMotion, UAnimNotifyState_MotionWarping does not recognize it. From licensee: The issue was that in URootMotionMod ...
This is a common crash affecting users in 4.16, and has occurred since at least 4.14. Over 200 unique users have been affected, though they have provided little information. User DescriptionsI am a ...
This is a common and longstanding Mac crash that has occurred since at least 4.11 and affected more than 40 users. Users have not provided any descriptions of their actions when the crash occurred ...
Context Recast lets you configure multiple agent types in Project Settings > Navigation System > Supported Agents. When agents have unique settings such as agent radius, building a nav mesh results ...
This issue occurs because post-BP compile reinstancing does not clear delegate bindings to other referenced Actor instances in the scene. Thus, the old BP actor instance remains in the referenced Ac ...