When a physics asset is set up for a Skeletal Mesh, the physics bodies are still visible in the main editor when using Show Collision (alt+C) but are extremely small. They are still oriented along t ...
When "Support Forward Rendering with Metal is set, packaged projects will crash on iOS device at splash screen This was tested on an iPhone 5S, asset #5065 ...
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 ...
Attempting to pass an array of interfaces into a UFUNCTION will fail at compile stating "cannot convert argument 1 from 'TArray<ElementType,FDefaultAllocator>' to 'const TArray<TScriptInterface<IInt ...
An assertion failure is thrown when using nativized functions on an Android device. ...
Ease node not considered Pure function but has no exec pins. This causes a warning to appear within the compiler results as seen in the attached image. Regression (yes) issue (does not) occur in 4 ...
When a struct is created in the header file for a class, and the struct contains a member that is of that class' type, performing a hot reload after changing the class will result in a Blueprint der ...
The AnimBlueprint shows duplicate characters in the Debug Filter causing three effects: 1. Causes breakpoints not to function properly 2. Reverts back to "No debug object selected" in the Filter rat ...
If a function inside a BlueprintFunctionLibrary class is declared as static, instances of the function node inside blueprints cause the blueprint to not save after a hot reload. This does not affec ...
After hot reloading a project, if the class a blueprint is based off of was edited, the blueprint is unable to be saved due to being referenced in Engine/Transient. Project for Repro: [Link Removed ...