Cast nodes can be converted to pure while the blueprint graph is in read-only mode, such as when you are debugging the blueprint. Found in 4.14.0 CL# 3195953. Reproduced in 4.13.2 CL# 3172292 and 4 ...
Including VoiceInterface.h causes compiling to fail until you include OnlineSubsystem.h in the same file. This is not expected because VoiceInterface.h is part of the OnlineSubsystem module which ...
The editor is crashing when attempting to use the RestartLevel command if the GameInstance contains a reference to an actor that is in a streaming level. The streaming level must be loaded, but not ...
FOnlineSessionLive::CreateSession creates the session early into the method. Later, the method can fail but the session and is never cleared up (see the various catch statements in the tasks which o ...
A root motion controlled character would travel further than they should when both EnableUpdateRateOptimizations is on and a.URO.ForceAnimRate is set above 1. Changing "Root Motion from Montages On ...
When copying the 'Value' of a color from the color picker within the material editor, and pasting it into the value field of a new color picker dialog window, it stretches across the screen and caus ...
This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Error message: Assertion failed: PackageFileTag.CompressedSize == PACKAGE_FILE_TAG_SWAPPED [L ...
This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Error message: Access violation - code c0000005 (first/second chance not available) Source C ...
When moving a component of an actor instead of the actor itself, the OnBeginObjectMovement delegate from GEngine is not triggered. It should match the behavior of the actor itself and trigger the de ...
A licensee has reported that using FStringAssetReference::ResolveObject to reference an asset in Blueprints will result in that asset never being garbage collected. Doing the same workflow in C++ do ...