In the Static Mesh Editor Viewport, hitting "F" for Focus results in placing the view camera sporadically so that mesh is not always centered and frequently out of frame altogether. Regression: Yes ...
Attempting to destroy an actor via a repnotify after seamless travel is causing the actor to fail to be destroyed because of a pending kill warning: [2016.12.15-19.10.13:936][574]LogNetPackageMap:W ...
World Composition is set up to actively manage when levels are loaded and unloaded. However, using this in network applications can cause clients to load levels instead of the server (if a client wa ...
An InstancedStaticMesh component set to Stationary doesn't register overlaps. However, overlaps are registered on Static and Movable. There is also an issue where actors that start overlapped with ...
LODs used with the Foliage Tool are no longer being shadowed accordingly with their baked lighting from their base LOD. Originally they would stay consistently lit, where as now the lower LOD transi ...
Negative scaled static mesh components in a blueprint will invert their faces when converted to a static mesh. Note that this does not happen in the following situations: If the BP is scaled negat ...
Audio plays through Oculus headset in standalone (even when HMD is not in use) if oculus HMD is plugged in. The sound plays through the headset in standalone when the HMD is not is use ...
Alembic Geometry Cache crash when re-opening the project and a map that contains this asset or adding it to any existing/new levels will instantly crash the editor. This asset works correctly in the ...
Crash when using Set Collision Response on a Destructible component. The repro is using the Construction Script but this also happens using Event Begin Play in the Event Graph on play. It crashing ...
Changing a component's collision setting in a class constructor will update new instances of the class/component with the collision change, but new instances of a child BP do not reflect the change. ...