The linked project crashes on open after attempting to implement an interface and a duplicate of that same interface with different function names. This has not been reproduced in a clean project, h ...
This issue was originally reported specifically for Destructibles, but it appears to affect Skeletal Meshes, and static meshes when selected. When "Render in Main Pass" has been disabled skeletal an ...
This seems to be caused by the following:The struct, which has an actor reference property as well as some other properties, implements its own NetSerialize function.When the actor reference propert ...
There is code in the FIntVector class (IntVector.h) that seems to be copied from the FIntRect class which is a problem since FIntRect is two dimensonal while FIntVector is three dimensional. The one ...
Baked lighting on mobile has dirtied or pixelated lightmaps. When testing this issue I attempted to change various settings within the 'Lightmass' section and the changes made did not have much effe ...
UEditorValidatorBase::ValidateLoadedAsset() is not using the K2_ValidateLoadedAsset() output, effectively ignoring the Blueprint validation. The K2Result is not used later in the function, and this ...
While using an access specifier for a function that is set to private, does not run the function, but it can be placed into another BP with no warning appearing when the BP is compiled. This issue ...
I've been looking into replicating HMD movement across the network I found a thread where there was an example "MPRepro" to show the how to do this, but testing that example, I see behavior where ...
Mouse click requires double click to enter input if "Set Input Mode Game Only" used Regression (no) issue (does) occur in 4.12.5 Notes The first box selected will light up correctly the first time ...
UPDATED DESCRIPTION When enabling Cast Modulated Shadows on a Directional Light and using Mobile MSAA on Android OpenGL ES 2, shadows from the Directional Light do not render when dynamic objects ar ...