Custom Events with Default parameter names causes an internal compile error User Description: I'm not sure if it's a bug,but I post it in bug reports in case it is.Here is the problem: create a c ...
When using a DoF setting and in Mobile Preview/Metal or launching on a iOS device which supports Metal, the DoF Focal Distance and Regions are ignored and the whole scene has DoF applied to it. ...
The unpossessd controller will not be removed from UWorld::ControllerList unless destroyed. This causes null access to the ControllerList when GC occurs during seamless travel execution. The unposse ...
The channel output for 5.1 Waveplayer on MetaSounds is different when Platform Default (Vorbis) codec is chosen on Windows Platform Default - L, C, R, LS, RS, LFEBink, PCM, ADPCM - L, R, C, LFE, LS ...
Calling a macro that has a delay node again before the original call's delay could finish will cause the second call to be ignored when reaching the delay node. This did not occur in 4.12.5 and is n ...
When moving Lighting Scenario Levels and their associated Map Build Data Registry to a new folder within the Content Browser, the references within the Levels tab are updated as [MapName_BuiltData]. ...
When creating a static mesh from a Procedural Mesh Component that has been used by a Create Mesh Section node, the editor crashes. The editor doesn't crash when selecting the Create Static Mesh butt ...
SkeletalMeshActor using a PhysicsAsset with custom box shapes may flicker rapidly in Editor when not selected, and also flickers in PIE mode. If occlusion culling is disabled the flickering stops. ...
There is a slight delay when clicking between two different UMG buttons on Mac. Tested on OSX 10.10.1. There also appears to be a flicker on the Menu Bar. ...