Packaging that involves a comilation process in the Binary editor causes custom Windows icons to be ignored in packaged games. This could either be seen in a Code project or in a Blueprint Only proj ...
LogWindows: FAndroidMisc::RequestExit(0) does not get sent with 4.22 and 4.23. Does not occur in 4.21. ...
If a sublevel is duplicated and contains a landscape, the editor will crash when the duplicate level is added to the persistent level as a sublevel. Frequency 4/4 Regression (yes) issue (does not ...
The 'Draw Material to Render Target' in blueprints renders black when launched in Standalone. This is not the case when using the same blueprint and running PIE. The interesting thing about this is ...
Actor components that are spawned dynamically through Blueprint are not being properly replicated to the client. Found in 4.20 CL# 4233996 and reproduced in 4.21 Main CL# 4258917 Unable to test i ...
Packaged games are unable to open when Event Driven Loader is disabled. The error message given is: Assertion failed: !Linker->GetSerializeContext() [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\C ...
Platform-specific input for pad axis in 4.24 leads to missing value in VIVE. in 4.23.1 this is not reproduced. ...
Add Actor World Offset does not work consistently with physics-enabled objects Repro Rate: 3/3 Tested this in //UE4/Release-4.27 @ CL#18319896 and the issue did not occur there, it is a regression ...
When a code project's engine association is switched to a local binary version of a source engine, the project will fail to open from within Visual Studio. Error message says that UE4Editor-Project ...
Clients crash when being part of a Seamless Travel if there was an active particle system in the level that was spawned at runtime. If the travel is not seamless, the particle system is placed in th ...