When using a SceneCapture2D within blueprints (as a component or actor blueprint) and moving the blueprint around while placed in the world (Capture Every Frame and Capture on Move enabled). The mem ...
Ribbon type particles seem to crash the engine if they enter a killbox. This reproduces 8/10 times on the first attempt, you may need to play with the kill box placement (left corner and right corne ...
This is not reproduced in Shadow Color section. Since ShadowColorAndOpacity is FLenearColor and ColorAndOpacity is FSlateColor, this prevents adding new keys in ColorPropertyTrackEditor.cpp FColo ...
A packaged project will crash if a TMap that uses an enum as the key is accessed. This was also tested by launching the same project onto an Android device, which showed the same results. ...
LODs appear differently in each eye in VR when on the edge of a distance where the LODs would change. It appears that the Distance that is used to determine what level of detail an object should be ...
Nav Link Components are not respecting transform changes inside of the blueprint's viewport. They will always originate from the Actor's origin point. ...
The Editor on Mac does not recognize plugins that are added to a code project via symlink (the plugin code is located somewhere other than in the project's Plugins folder). Xcode properly recognizes ...
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 ...
In-app purchases do not seem to be working properly in Unreal Match 3 or other games ...
Inaccurate updates to root widget visibility binding, so far in my testing, this does not affect the functionality of the binding. Regression: affects 4.13.2, 4.14.3, 4.15.1 binary versions ...