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 ...
The flow of execution, shown while debugging a blueprint, does not show for the execution pin that comes from the Input node of a collapsed graph. It shows for the rest of the graph. Regression?: N ...
A Crash can occur when setting a skeletal mesh's animation instance to None when it has Update Rate Optimizations enabled. An unverified proposed fix for this is to remove the nullptr check when ...
The Transparent materials like the Glass don't behave correctly in Raster (in PT is working as expected). They are visible in Alpha with Holdout. This is an Engine limitation for now. But we sho ...
A crash occurs when changing/setting the LOD Group of a SpeedTree asset within the Static Mesh editor. Regression? Yes, this crash does not occur in the 4.13.2 binary release. ...
The game crashed when the USB Dongle is connected or disconnected. Games that made by other engines are work fine. Refer to the attached video for the reproduce. ...
The current version of the oculus audio SDK fails to initialize for some clients. We haven't been able to reproduce the problem internally but we're told from Oculus that updating the SDK will fix t ...
After hitting a breakpoint and then stopping the execution of a blueprint using the Stop button, the next event is still being fired. Found in 4.13.2, reproduced in 4.12.5 and 4.14 Preview 2. ...
Building 4.10 from the GitHub release branch on Linux fails to open after install and instead crashes Community Suggested Fix: Switching triangle order optimization off with r.TriangleOrderOptimiza ...
When you have a sub level with some level transform, changing its visibility then doing undo makes the sub level moved away as if the level transform applied twice. I could repro the issue in 4.13. ...