When setting Can Ever Affect Navigation to false, moving it, and then setting it back to true, the originally affected area remains, and it also creates a new affected area. This occurs each time y ...
This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Access violation - code c0000005 ( ...
The editor will crash when using "Convert Selected Components to Blueprint Class" for actors that the root component is not tagged as a BlueprintSpawnableComponent. ...
This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Access violation - code c0000005 ( ...
See TranslucentRendering.cpp // todo: this optimization is currently broken DrawingContext.bSceneColorCopyIsUpToDate = (DrawingContext.TranslucenyPassType == ETranslucencyPass::TPT_Separat ...
When changing the static meshes of a Foliage instance by swapping the mesh or changing the scale (build settings) of the mesh, the bounds for the mesh do not appear to update to use the new bounds. ...
When a project is first created following the Setting up UE4 to work with SteamVR docs, the Vive camera works correctly and will display at the correct height. However, if at any point during develo ...
The option to assign a Shadow Physics Asset is located in the Destructibles Details panel even though they are only supported for Skeletal Meshes currently. This assigned shadow physics asset cannot ...
UGameplayStatics::SpawnEmitterAttached will keep relative position when using SnapToTarget. ...
When an Umlaut character is in an .ini file in the Engine that is in Perforce as a Text file type, the encoding for the text file becomes messed up once it is synced. This does not occur when testin ...