The user's project is crashing during PIE on FTickTaskLevel::ScheduleTickFunctionCooldowns(). Source Context: 798 else 799 { 800 CumulativeCooldown += ComparisonTickFuncti ...
When attempting to compile Unreal Lightmass in the 4.11 source build, a compiler error pops up when using Visual Studio 2015 Update 2. Error Message: "d:\unrealengine-release\engine\source\program ...
From the UDN post: When the new entry is added, the entire tree gets wiped out as a result of the CDO swap, and when these update methods run it leaves the tree in a default expansion state. (Effect ...
Attempting to use Find Session / Join Session to join a LAN session on iOS results in inconsistent results, requiring the client to press the join button multiple times to join properly. Currently ...
Some materials are not rendering on iphone 6 series devices. They will render completely black on one device but not others in the same series. Replacing the material with a basic material renders o ...
Cannot set array elements from an array that is contained within a struct User Description: Setup: Array of structures "StructureA". In StructureA, array of integers/strings/whatever. Result: Can' ...
This is from a UDN post. Several gameplay functions, such as level streaming and SoftObjectPtr resolution, depend on the GPlayInEditorID being set when that code is executed in PIE in the editor. T ...
ISequencer :: OnStopEvent is executed when pause, but not when playing to the last frame and stopping automatically. This is because OnStopDelegate.Broadcast(); is only in FSequencer::Pause(). When ...
DESCRIPTION: The materials are cleared from a destructible that is created in PhysX Labs when a chunk in any of the depths is selected and if any of the chunk parameters are set to true. ATTACHED: ...
Lighting is invalidated with levels that have been duplicated or Saved As. The maps that are created are immediately marked dirty and need to be resaved vs how they were in 4.12.5 where they wouldn' ...