Looks like the replication system doesn't properly account for bShouldBeVisible. Once a level has be marked bShouldBeVisible=false on the server, the level is completely cleaned up and all actor cha ...
REGRESSION No Crash occurs when the user right-clicks in the graph in a blueprint that has a Null parent class. ...
Packaging a blueprint project fails due to multiple ensures. This does not occur in UE4/Main. ...
Adding DoNotCreateDefaultSubobject to a class after placing an instance of that class in the viewport will fail to be recognized when duplicating the placed instance. This is not a hot reload issue ...
In the warning message the user receives when opening a blueprint with an invalid/disabled class (such as opening a Wheeled Vehicle Pawn with PhysX Vehicles plugin disabled), the user is given Yes/N ...
ClampedPow seems to have been added as a way to tackle common compile warnings and edge cases (particularly NaNs), but the code shouldn't be calling both an abs() then a max(). This causes negative ...
Packaging fails in a C++ project when the Project Name field (Project Settings->Description->Project Name) contains an apostrophe. I've attached the logs from the 4.15 version of the project. Thi ...
Workaround: Navigate to and open the newly-created level in the Content Browser prior to LaunchOn. After using the Save Current As tool, Game runs into error when trying to LaunchOn. Editor display ...
Foliage instances are behaving strangely when playing splitscreen multiplayer in a single instance window. The instances will cull in and out of visibility depending on the size of the current playa ...