When playing in Standalone with multiple characters there's the the chance that one of the player states does not get set and remains null. This is not a 100% repro case. Multiple tests may be req ...
When creating and declaring a Spline Component in code, placing an instance of a blueprint derived from that class in the level causes a failed import message to appear upon restarting the level. ...
There is a consistent crash when incrementally compiling headers containing generated code. The code for launching UHT accesses a property which is null when compiling with the UBT makefile. ...
From [Link Removed], licensee reports We believe that querying the UIInterfaceOrientation via UIApplication on the game thread is the issue here. We have made changes to IOSInputInterface.cpp and I ...
Camera Movement is laggy while the mouse button is held down and ShowMouseCursor is enabled if there are AI moving. Stat Scene Rendering didn't show any jumps while moving the camera under these cir ...
There is no Callstack associated with this crash. And I was unable to reproduce this in main due to a known issue when switching the 'Stream Mode' to 'From Memory'. When packaging a project in 4.6. ...
The settings .ini files for games packaged for windows appear to be getting overwritten with blank files whenever the game is run. Even if settings are added to the .ini files manually, the files be ...
It appears that FSlateApplication::OnControllerAnalog triggers a left mouse click to occur on mobile platforms. If developers haven't properly avoided hooking up delegates to the InputComponent for ...
It appears that the Vertex Normals from Ribbon Particles are opposite of what is expected via the Default Particle System given both systems share the same alignment (Facing Camera) [Image Removed] ...
Changing the type of an existing child scene component to be a non-scene component type triggers some fixup code at load time which attempts to remove the node from its current position in the scene ...