If shot track ends short of the Master Sequence length, all actors return to default state. This becomes an issue when you need the actors manipulated in Shot 1 to maintain their "end state" into s ...
Decals are no longer rendering correctly with PixelNormalWS plugged into the Emissive or Base Color input. ...
An error will occur when opening a packaged 32-bit project. The error references the MallocBinned2.cpp file. ...
There are a few separate issues with user input plumbing that prevent keypresses from getting to FDefaultGameMoviePlayer during a startup video 1) In FDefaultGameMoviePlayer::WaitForMovieToFinish() ...
REGRESSION: YesWORKING: 3112924 (UE4/Main)BROKEN: 3160080 (UE4/Release-4.14) If the user searches for something that produces no results, the search field will disappear and the user cannot clear i ...
Previously the game would crash (see: [Link Removed]), but the fix now keeps the game running without VR instead. ...
If a user creates a specific Blueprint hierarchy with a Blueprint struct, it can cause a issue when the Blueprint struct is being cooked. User description of Blueprint(s) and Blueprint Struct relat ...
Crash occurring when you undo moving a static mesh around in the viewport This is NOT occurring in 4.14 ...
Play rate track does not work when using CreateLevelSequencePlayer Regression: YES Worked: 4.12.5 CL:3039270 Broken: 4.13.1 CL:3142249 ...
If something is executed before a SetActorRotation node on Tick inside of a SceneComponent class BP and then added to an Actor class BP, the physics will lag User Description: When using set rotat ...