When spawning a pawn that has a PawnMovementComponent attached and destroying the pawn, if a pawn with the same name is re-created it will be missing the PawnMovementComponent. ...
When using the Get Random Point in Navigable Radius node, every few points return an invalid value. Found in 4.11.2 binary. Reproduced in 4.12 Preview 2, 4.10.4 binary, and Main CL 2962354 ...
When using the Viewport Gets HMD Control option in the Editor Preferences, the Vive does not seem to be able to control the viewport camera, which is what would be expected. ...
Error message: Access violation - code c0000005 (first/second chance not available) Source Context: 2707 { 2708 FScopeCycleCounterUObject ComponentScope(Target); 2709 FScopeC ...
Play button stays highlighted after PIE has ended until the user moves mouse over the Play button again. Regression (Yes) issue (does not) occur in 4.10.4. ...
If a static library that is included with a UE4 project is changed, the new version of the library is not used when the project is built again. Instead, the original cached version of the library is ...
Rotating a foliage actor does not re-apply changes to navmesh. ...
When an array is used to declare actor components, the component elements that make up the array cannot be edited inside blueprints. ...
You cannot use the key value combo "Alt + F4" as the input for an Action Mapping, whereas you can use "Alt + other F keys" as inputs. (Alt + F4 is a command to close programs in Windows) Expected: ...
ECC_WorldStatic is being used, while ECC_Visiblity would be more appropriate. Ideally we should make it configurable via project settings. ...