There appears to be a loss in precision when moving instanced static mesh components. Quote from licensee: "...the ISM/HISM Components: In various cases UInstancedStaticMeshComponent::UpdateInsta ...
UHT will fail during build in Visual Studio if a function tries to return a UEnum pointer. Adding a valid keyword before the return type will compile successfully. ...
Trying to build a project after including a header file from a framework located in `Library/Frameworks` fails because the file cannot be found. It looks like `Library/Frameworks` is not searched ev ...
Aperture Value in Lens category has no effect ...
When trying to possess an already existing, uncontrolled character with an AI controller on server (from actor component) while in multiplayer mode, the editor keeps freezing until destroyed with t ...
User reports an unreasonably long editor freeze when a significantly large number of components need to be processed in the SCS editor tree view (tens of thousands) when selecting an instance of a B ...
UBT is not passing UE_ENGINE_DIRECTORY to GForeignEngineDir because in UEBuildTarget.cs IsCurrentPlatform only checks for Windows and Mac. Because GForeignEngineDir is not set, config files and oth ...
Setting an instance of an asset in a level to "Is Editor Only" will cause the asset to not be present in the level in a packaged game, but the asset is still included in the cooked content for the g ...
Widget references remain even after the referenced widgets have been deleted. This happens if the widget was replaced with another user created widget. ...