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 ...
When you set bShowMouseCursor to false in a Standalone or packaged game while Default Viewport Mouse Lock Mode is set to either Always Lock or Lock on Capture, the cursor will become locked in place ...
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 ...
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 ...
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 ...
After creating a custom struct in C++ and adding a variable of that struct type to a Blueprint, hot reloading a code change that involves altering a function that takes the struct as a parameter res ...
Copying an asset into a new folder, placing an instance of the copy into the level, and then attempting to duplicate that copy by using CTRL+W in the viewport creates another instance of the origina ...