Functions called in the destructor are not being called properly. Setting a call to AddOnScreenDebugMessage is displayed at the start of PIE rather than when the actor's destroy is called. ...
When attempting to fracture a destructible where the source static mesh has been deleted we get a crash in APEX. APEX can't seem to find any root leaf nodes to begin fracturing upon. This does not ...
This is something that needs to be solved at the color track level in sequencer, we need to be showing current values in place of 0,0,0 for the things that are not animated. When animating just the ...
The Resolution Scale Slider in the Engine Scalability Settings does not adjust any settings unless your first adjust the r.ScreenPercentage.Editor variable. Also reproduced in Main - Promotable - C ...
Server Travel from Map A to Map B then back to Map A will crash on exiting PIE. Generates different call stacks between 4.8.1 and Main. Crash Reporter: 4.8.1: [Link Removed] Main: [Link Removed] ...
When adding a use created widget to another widget the size does not always calculate correctly and this can lead to unexpected clipping. ...
The Set World Location at Spline Point node does not correctly update the location of the indicated spline. ...
If a player steps on projectiles they have their velocity overridden and are launched away from the projectile. ...
An example of this issue would be that after setting the color and opacity setting along the time line and then trying to click and drag that key frame it will set the value for the currently select ...
When blueprints associated with the actorcomponent are open and changes are made to the actorcomponent, once it's compiled there are compiler errors on the indirect blueprints. ...