If a custom AIController class defines an AISenseConfig_Sight pointer, creating a blueprint of this class and attempting to edit values in the drop down for the array elements causes the editor to c ...
Replacing GENERATED_UINTERFACE_BODY() with GENERATED_BODY() in 4.7.0 or above results in an Unreal Header Tool crash and build failure in Visual Studio. This was working in 4.6.1, but when tested i ...
Marking a function as BlueprintPure will result in a UHT build failure in Visual Studio if the function returns an ENetMode value. The ENetMode enum is not marked as a UENUM(), causing the build to ...
Including "TargetPlatform" as a private dependency of a code project created using the binary version of the Engine prevents the Editor from being able to package the project for Win64. Removing the ...
When you double-click on a camera in the world outliner to snap to its location, it instead moves the camera from its original position. Found in 4.9.1 binary. Could not reproduce in 4.8.3, this i ...
Creating a Macro with a Wildcard Array and then using that macro to accept an array as input and attempting to get the first element causes an error to appear in the output log. In the AnswerHub u ...
When you create a project in version 4.8.3, and update it to either 4.10 or Main, there seem to be issues loading the Engine Content Tutorials for FeaturePacks, InstallingiTunesTutorial, and Setting ...
Garbage Collection is causing noticeable hitches on whatever interval it is run on. This is noticeable in the UE4 Profiler, as you will see a spike every X amount of seconds, depending on how often ...
Attempting to play in editor, standalone, or VR Preview when a behavior tree that is running is open will cause a significant performance decrease. The framerate drops from ~120 to ~80 fps while the ...
When using a sphere trace, the Hit.Location and Hit.ImpactPoint report at the same location. According to the documentation, Hit Location would be the location of the actor where Impact Point would ...