The editor will pass UAT the -NoCompile flag when building a Blueprint only project, however UBT has been changed to throw an exception if it detects VS2012 as the only available compiler (UEBuildWi ...
Users custom AI project crashes if anything is Built. (All, Lighting, Geometry, etc.) The project can be played but receives a message during play that the Navmesh needs to be rebuilt. ...
Because Japanese, German, Korean, and other keyboards don't have the back tick/tilde key, the console is inaccessible without first remapping to another key in the settings. This is a major pain bec ...
The root component of a Blueprint is determined by the order in which the components are defined in the constructor of a class (the component defined first becomes the root component). Trying to set ...
Editing multiple Math Expressions will crash the editor. ...
Editor slows down exponentially when spawning in a large quantity of instanced meshes. ...
Lighting Builds seemingly successfully but produces a Map Check Error for World Settings. There are several things that can be done to "eliminate the issue" and I have separated them into different ...
A camera set to Orthographic projection mode with a negative Ortho Width will crash the editor on PIE. Reproduced in Main (CL-2412886) Crash Report: [Link Removed] Call Stack:<unknown module>! UE ...
DoesSocketExist always returns false for Sprites in a Flipbook, whether there is a socket on any/all of the Sprites or not. Note: GetSocketLocation seems to work fine, indicating that it is reading ...
The users AI characters will work correctly while in PIE & Standalone Mode but when in a packaged project they will float above the ground. This was working correctly for the user in 4.4.3 but the ...