UParticleSystemComponent::SetComponentTickEnabled can fail to disable ticking due to IsTickedManaged not checking if the particles system is pending registration. The crash was in part because of c ...
Adding this issue because both the comment node title and the comment textbox in the context menu support long comments quite poorly ( they don't resize as you type ). It strikes me that at least i ...
User complains of frequent crashes when using blueprints and has provided repro steps for one incident that tends to cause a crash. While we are not able to reproduce the issue here, the customer ha ...
UObjectBaseUtility::GetInterfaceAddress() fails due to an incorrect serialized value of the 'bImplementedByK2' property within the non-nativized class's Interfaces array on save. See support thread ...
We are testing the new Windows Mixed Reality native support and have found that the trigger mapping to a button is working, but the trigger mapping to an axis is not, i.e. the event MotionController ...
This is caused by several failures in the custom ticking and update logic for level and actor sequences. A possible solution is shelved in 14859265, but will need testing with all known cases of pau ...
IsValidOnMaster/IsValidOnShot need to be BlueprintNativeEvents with a default C++ implementation and allow derived classes to override the function. This is needed so that you can create custom set ...
UGameUserSettings just uses the ini file system and GameUserSettings to save/load user settings. on tvOS these files are not truly persistent and we should support loading GameUserSettings from iClo ...
Animating an inherited widget from a child UserWidget class appears to work, but the bindings don't resolve properly and the animation is null at runtime. This workflow should either be supported, o ...
When running GenerateProjectFiles.command on Mac from a folder with a space in the nam, the folder structure is read incorrectly. This leads to the .command file failing when trying to set up Mono ...