A memory leak seems to occur when switching between levels multiple times. This is being monitored by memreport full ...
Static navmesh shouldn't be auto created in game world. Can be only loaded in with level. ...
AddInactivePlayer does a couple .RemoveAt() calls, should probably destroy the actors when that happens as well. ...
In short, if FindPlayerStart returns null (e.g. via a licensee override), UWorld::SpawnPlayActor() will fail and return null even though it actually created a PlayerController successfully. ...
Forum user found an issue where if they select the documentation link for "", then they are brought to a 404 page instead of the correct documentation page. The url that it is linking to is: https: ...
Developer implemented their own marker system with callstack data in their own custom version of malloc/realloc/free, and they reported that there might be a memory leak in the ClothVertexFactories ...
Randomly selecting a character class from the GameMode constructor using ConstructorHelpers::FClassFinder can result in default or null character being set when the level is reloaded. It appears tha ...
In a project, if you duplicate the example level and attempt to save it, the save will finish, but the asterisk will remain on the file. Attempting to open the duplicated map will prompt another sav ...
CustomLinkComponent has uninitialized bounds and can't attach itself properly to NavLinkProxy owner because that actor is not relevant for navigation without at least one point-point link. Relevancy ...
There is a possible logic bug in Visual Studio 2015's vcvarsqueryregistry.bat where it locates the include path for the Universal CRT by looking at the last folder in the specified location. This se ...