Game was rejected from the Mac App Store for attempting gain read/write access to directories which weren't permitted. Reporter of issue has proposed a possible fix on his AnswerHub post: These tw ...
When a function in a blueprint (BP created or BlueprintCallable from code) has nodes calling that function in the event graph, deleting the function entirely does not remove the nodes that already e ...
Crash occurs while progressing through the Landscape Overview tutorial, after the step "After pressing the Create Button, your level should now have a Landscape Actor inside of it" This is a regres ...
Relatively consistently (3/5), after one haptic effect plays, pressing the button to call another won't trigger another haptic effect. Seems to be tied to Set Haptics by Value, Play Haptic Effect d ...
Note that before I tried running the editor via the Launch button, I just happened to run the Editor exe directly, and this did not repro then. After my PC rebooted I tried to reproduce it again an ...
The MiningBuilding Blueprint in this user's project will not compile. Clicking the compile button never switches it to "Good to Go", and a warning that it needs to be compiled appears at PIE. Repro ...
An increasing amount of warning show up in the output log as a widget is pasted into a name space that is part of a widget that has been added to another widget via the user created section. Examp ...
After clicking 'Create StaticMesh' button on an Procedural Mesh Component, and saving the mesh, the created mesh has bad tangents. Included in the attachments, is a test project with a parallax mate ...
This is an editor-only crash that's due to stack overflow/infinite recursion in UInheritableComponentHandler::FixComponentTemplateName(). We are recursively trying to rename other inherited componen ...
This bug occurs when more than one level references the sublevel. Occurs in 4.18P4 CL 3676890 Unable to reproduce in 4.17. This is a regression. ...