In 4.25.1, I added a vectored exception handler to capture unhandled exceptions to the Editor process. This handler runs too soon. It doesn't let the structured exception handlers run first where ma ...
We're aiming to set up LT - action 1, RT - action 2, LT + RT - action 3 here. I don't think this is supported via chording at present. You'd need to handle it manually (probably via adding/removing ...
The automatic landscape layer assignment that is performed when using "Create Layers From Assigned Materials" just uses the first layer info it finds with the layer's name, which leads to maps refer ...
Loading a map while in VR PIE hangs on 2nd+ play Does not occur when Oculus plugin is disabled. Does not occur in packaged project. A nonVR PIE will reset this behavior. Additional info from use ...
Starting with 4.7 and when we changed the BSP blocks in Sample Content to Static Meshes, a significant minority of lower end PC users are getting soft crashes (freezes and rebooting required to cont ...
The leaking variable is UInstancedStaticMeshComponent::InstanceDataBuffers. The memory block is passed to InitPerInstanceRenderData() via InstanceDataBuffers.Release(). But the function doesn't mana ...
We started running into issues with the console history not saving after upgrading to 5.2.1. The console history (as in the commands last input into the in-game console) is no longer being saved bet ...
The problem seems to be that the construction scripts doubled up all the BlueprintCreatedComponents, so there are now 2 scene components(actually the same one duplicated) and now 2 child actor compo ...
Multi Line Trace by Channel includes Actors with Overlap collision in the Out Hits array (but does not indicate a True Return Value). The two returns match with Ignore and Block collision settings. ...
Timelines are displayed as [Unamed TimelineComponent] in the Details view. Renaming the Timeline in the Blueprint has no effect. Reproduced in 4.7.3 binary and Main (//depot/UE4/Promotable-CL-24874 ...