When using DetachActor, the collision for the mesh is detached, but the mesh remains attached to the blueprint. This causes the mesh to fall through the floor while leaving the collision behind. R ...
Creating an event dispatcher and BlueprintImplementableEvent function with the same names causes a signature conflict inside the blueprint. The event dispatcher is then broken as it cannot be delet ...
While testing another fix I noticed HISM LOD transitions are not working in Main or 4.9 branch. There is no screen-door effect and multiple LODs seem to be rendering simultaneously compared to 4.8. ...
When a user attempts to compile a project that is stored on a non-HFS partition on OSX, UBT fails to build due to files that are being generated that start with ".". The user's proposed fix is to ha ...
See this UDN: https://udn.unrealengine.com/questions/297811/fixupredirects-commandlet-submitting-marked-for-de.html The fix looks straightforward, just a one-line change but could benefit from tes ...
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 ...
A Crash can occur when setting a skeletal mesh's animation instance to None when it has Update Rate Optimizations enabled. An unverified proposed fix for this is to remove the nullptr check when ...
The Transparent materials like the Glass don't behave correctly in Raster (in PT is working as expected). They are visible in Alpha with Holdout. This is an Engine limitation for now. But we sho ...
User reports hitting an assertion due to invalid FTickTaskManager state when game is attempting to unregister a tick function that was previously disabled dynamically. Failed assertion is in FTickT ...
The current version of the oculus audio SDK fails to initialize for some clients. We haven't been able to reproduce the problem internally but we're told from Oculus that updating the SDK will fix t ...