When a function takes an interface as a parameter, calling that function from a blueprint implementing the interface does not recognize the parameter unless the blueprint's parent class directly inh ...
Packaging fails in a C++ project when the Project Name field (Project Settings->Description->Project Name) contains an apostrophe. I've attached the logs from the 4.15 version of the project. Thi ...
By default in a new project, Launch On creates a WindowsNoEditor build, but the WindowsNoEditor*.ini settings don't seem to override the Default*.ini settings. ...
Major performance drop with instanced meshes since PhysX 3.4 upgrade Regression: YES Worked: 3172292 (4.13.2) Broken: 3249277 (4.14.3) For me, my results were: 4.8 through 4.13 No Collision - ...
Foliage instances are behaving strangely when playing splitscreen multiplayer in a single instance window. The instances will cull in and out of visibility depending on the size of the current playa ...
Setting PrimaryComponentTick.bCanEverTick in a custom actor component's constructor does not does not stop the component from ticking after compile. ...
Currently HDR Cubemap textures aren't getting compressed when packaging for Android(ASTC). You can compare the file size of a packaged project before and after adding cubemap textures to verify this ...
Default value is not used for input pins in a function when using text if the parameter's pin has been connected to another node. The text field is cleared after the parameter's pin has been used. ...
The editor seems to be intermittently crashing when switching the value of a Map variable. I've only been able to get this to occur when switching from one type to a Vector at this time. ...
When adding/removing pins on a Switch on Gameplay Tag Container node, it can cause a crash. There are multiple ways to get this to happen when deleting pins, the order given in the reproduction step ...