Editor crashes with 2 or more Clients when spawning a Blueprint created from a Static Mesh using the Blueprint/Add Script button. Blueprints created from Static Meshes using other methods do not cau ...
User receiving crash when compiling & saving blueprints. Log Error: (SIGSEGV: invalid attempt to access memory at address 0x0) User also supplies a Stack Trace Image in his answerhub post. ...
User who has been working with an Ocean Shader for some time noticed that on updating to 4.8 Previews, the Adaptive Tessellation is not updating correctly when the mesh displaces from out of camera ...
Lots of details on the related UDN thread. In short, Navigation System is not handling properly deep component hierarchies. I've added a test map for this to AIProject, it's ComponentHierarchyOnNa ...
After assigning an apex cloth to an element inside of the character skeleton > Mesh section they material is overridden. ...
UDN users are reporting the windows taskbar being on top of the game window when starting in windowed fullscreen. Seems it is related to an initial loading movie. ...
Calling PlayDynamicForceFeedback in code does not affect controller rumble. ...
Contrary to the linked UDN question, this doesn't seem to require the actor to be replicated. The problem is that when UWorld::DuplicateWorldForPIE is called for a PIE client instance's persistent ...
The wireframe for "r.ShowPrecomputedVisibilityCells 1" is upside down as stated in the UDN. ...
It's showing up when you start Play using main window, but disappears after finishing play session - should be consistent with main BehaviorTree editor window. ...