Engine crashes if Blend Multi node output is connected to final transition node, and no input is connected to Blend Multi node input parameters. [Image Removed] ...
Crash when exiting standalone. "we have an export that is never getting resolved, this is the export that is causing the mislink error when shutting down the game" Please see UDN post for more info ...
A licensee has found that redirectors don't apply to FFieldPath. We should integrate it with the following changes:It needs better error handling (looks like it could infinitely recurse),The change ...
When looking into the bd_hud_scoring and bd_rules_maze blueprints in the users project (Provided below), there are nodes that are throwing errors. If you press compile, the errors go away and the co ...
When content editors are open, they cause sequencer to be updated more than once per frame. This causes animations running in PIE to play faster than expected. Licensee provides code for a potential ...
Creating an event dispatcher and BlueprintImplementableEvent function with the same names causes a signature conflict inside the blueprint. The event dispatcher is then broken as it cannot be delet ...
While testing another fix I noticed HISM LOD transitions are not working in Main or 4.9 branch. There is no screen-door effect and multiple LODs seem to be rendering simultaneously compared to 4.8. ...
When a user attempts to compile a project that is stored on a non-HFS partition on OSX, UBT fails to build due to files that are being generated that start with ".". The user's proposed fix is to ha ...
See this UDN: https://udn.unrealengine.com/questions/297811/fixupredirects-commandlet-submitting-marked-for-de.html The fix looks straightforward, just a one-line change but could benefit from tes ...
Assert crashes Editor in the GC system during packaging due to USoundWave assets not being configured for GC clustering. Disabling GC clustering in project settings is a workaround, but the fix is ...