When you add or remove collision manually, the NavMesh will not update, even after rebuilding paths. The only way to get the NavMesh to update when collision is changed manually is to restart the ed ...
Event does not fire at end of playback range. This does work with Forced Fixed Frame Interval Playback so wonder if this is invalid? I have some test content set up in //UE4/Main QAGame QA-Promoti ...
When you create a blueprint setup with a For Each loop and attempt to use Collapse to Function, the return node is connected to the loop body as well as the completed pin. This causes an issue becau ...
Following launching a packaged Media Framework project, the application crashes. Different behavior is observed between iOS versions. When tested in 7.1.2, the video played in the scene for a few s ...
It appears two shadows are created when building static lighting for Landscapes. One seems to be offset while the other is accurate to the angle of the light source. I tested this in 4.9.2, 4.10.4, ...
Trying to access a Game Instance in a Blueprint's Construction Script results in a crash in 4.8 and 4.9. No crash occurred in 4.7.6 with the same Blueprint. This crash only seems to happen if the v ...
Widgets can no longer take focus after clicking somewhere other than the widget itself. The input mode appears to change, but does not change back when clicking widgets Notes: -This issue did not a ...
After enabling Support Compute Skincache if you attempt to apply a cloth asset to a material in the skeletal mesh editor the engine will crash. This may seem similar to [Link Removed] but I confir ...
Not a regressionInfo Repaired painted vertex colors in 0.0s for 2 components in /Game/Maps/Leveldesign_Workflow. Resave map to fix. Warning Spent 0.0s repairing painted vertex colors due to stati ...
Licensee has 4 Services that aren't being initialized with their respective Tasks when they Plays in Editor. If the Behavior Tree is opened first, the warnings do not appear. All 4 of the Services h ...