Attempting to procedurally create SplineMeshComponents along the spline of a SplineComponent via a derived SplineComponent class's constructor causes the project to crash. It runs into an ensure mes ...
There seems to be a bug with the Possess\Unpossess events. Because if you change the last node in "PossessCharacter", which is created in PlayerController(called "PC"), to Unpossess the AI still con ...
A black line will appear If a Rect Light is overlapping a mesh while a Directional Light has light shaft bloom enabled. This line will originate from where the edge of the source is overlapping the ...
Maps brought in via Load Level Instance that contain Nav Link Proxys configured to use the Smart Link instead of the Simple Link end up creating a link at the center of the world instead of their ac ...
It seems as though calling a multicast RPC during BeginPlay on the server will cause the new actor to finish spawning on the client before applying any initial replicated data, such as the actor's R ...
When scaling the viewport window using the Maximize/Minimize viewport option, the post processing effects applied to the screen do not scale properly. This issue seemed trivial at first, as the use ...
Per conversation between Gareth and Mike, it was determined the Landscape tool is in Game Mode by default. Within the Landscape Tool, all UI elements are disabled by default. This has been observed ...
This is regression from 4.10 functionality. When assigning the Android Back Button functionality in a GearVR project, the back button will now bring up the Oculus Home Screen asking if you would lik ...
On the 6S, the SunTemple scene is almost unresponsive. As the player uses the thumbsticks, the lightmaps from the windows rotate to mach the player's movement; but they are the only thing. This doe ...
It is believed that soft references resolved during runtime, point to the edit time instances of actors instead of the runtime instances. This issue does not reproduce when it is called from an Inp ...