There is a consistent crash when incrementally compiling headers containing generated code. The code for launching UHT accesses a property which is null when compiling with the UBT makefile. ...
Setting the lifetime for one of the visual debug helpers (a sphere was used in the repro, but the results should be similar for any of the debug helpers) to a value of 0 or less should make the debu ...
If the computer's region is set to Chinese, building the 4.11 engine from GitHub source will fail. Local test failed to build ShaderCompileWorker Community reports fail due to an improper characte ...
If either/both of the "Starter Content" or "Template and Feature Packs" checkbox's are not selected when installing/updating 4.12 from the Launcher, the engine .cpp files will not show up in Visual ...
Looks like this only happens for shots. I think this is because the tick prerequisites get set up on the frame of evaluation, and the skeletal mesh component doesn't get ticked until the next frame. ...
The original reported behavior called out that filling individual channels did not apply to LODs when LOD Model Painting = False. With changes implemented in 4627582, the initial fill will reach LOD ...
The click for mouse control button overlaps the upper left corner making it hard to click buttons in the upper left corner when using PIE. The button to give mouse control take priority. ...
Top 10 ensure in 4.15. There was a fix submitted for [Link Removed] which was verified as following those steps to reproduce no longer causes this. ...
See UDN description: https://udn.unrealengine.com/questions/554749/bug-navmesh-streaming-and-tile-corruption.html ...
When a GameplayTagQuery variable is edited from inside of a DataAsset, the editor crashes when the changes are saved. This could be related to a bug that was fixed previously: [Link Removed] Regres ...