AddInactivePlayer does a couple .RemoveAt() calls, should probably destroy the actors when that happens as well. ...
Developer implemented their own marker system with callstack data in their own custom version of malloc/realloc/free, and they reported that there might be a memory leak in the ClothVertexFactories ...
Check UDN for details:FindPath repathing on partial path overrides Error result (missing path reset)FindPath doesn't update last repath time, although it does set initial value for newly created one ...
Actors that are created via a child actor component should not be selectable as entries for an actor property. ...
Certain Translucent Materials with Surface Lighting Models and Additive Material based Particle Systems will not render in Shipping/Distribution configuration using Metal Rendering on an iPhone 6*. ...
SetBase() only works with bone names, but would like it to work with sockets. ...
Find-in-Blueprints completely misses implemented interface graphs due to how they are stored within the UBlueprint. This results in the graphs being unsearchable (all nodes and pins, possibly sub-gr ...
Painting on a landscape layer with both an Alpha Layer and Weighted Layer creates black areas. Per documentation painting with an alpha layer should smooth over black areas when multiple weighted la ...
When reimporting a static mesh settings that have been changed in the Static Mesh Editor will be reset to the defaults. ...
Physics actor attached during runtime doesn't have proper collision User Description: It seems that the "Weld Simulated Bodies" option on the AttachToActor function (same with AttachActorToActor) ...