Procedural mesh loses collision when the "Add Procedural Mesh Component" node is copy&pasted. In this example the generated box appears to lose collision once an "Add procedural mesh component" node ...
In forward shading specular highlights appear to be much larger for very smooth materials in contrast to the deferred shader. In 4.14.3 the specular highlights were displaying correctly in forward s ...
Landscapes disappear using Lighting Scenarios when deployed to a mobile device. When playing in the editor using the mobile previewer, everything looks as expected. It only occurs when deployed to ...
When ExposeOnSpawn is set as a meta specifier for a delegate property, binding the delegate to a function using the Construct Object node does not successfully bind the function. Workaround: Bindin ...
If a Box Collision component is set to simulate physics, calling "Set Box Extent" causes the editor to crash. Workaround: Setting Collision Enabled for the box component to "Physics Only" or "Query ...
Using all caps for the name of a struct defined in code that includes a constructor will cause the build of the project to fail in Visual Studio. The error that is given suggests that a semi-colon i ...
This crash has been logged due to high frequency among our users. I have tested in 4.15.2 based on the user comments below, but have been unable to reproduce this issue. In my attempts the Blendspa ...
Some textures don't cook deterministically in QAGame, and are thus always included in patches. Potentially related to [Link Removed], unsure if that texture compression is used for these assets. T ...
A Level Sequence in QAGame doesn't cook deterministically, and is always included in patches. Possibly related to [Link Removed] ...
Some maps in QAGame don't cook deterministically, so are always included in patches. ...