When using a raycast trace against a blueprint that has a child component with multiple materials will cause the editor to crash after a few times. This will not be an instant crash, but requires th ...
Starting position of physics simulated bp is different in Standalone Game User Description: Things work fine in the editor window, but when I run a standalone game then blueprints with physics bod ...
If the user uses the save on compile feature and attempts to compile a blueprint, this will cause the editor to crash ...
User Description: "SCurveEditor, class which is used for float ramps, seems to trigger OnCurveChanged events for the underlying curve; however SColorGradientEditor (constructed by SCurveEditor) seem ...
When using a Shooter Team Start to set up team spawns in Shooter Game, enabling the Not for Bots, Not for Players, or the Spawn Team options don't seem to have an effect, as both the players and bot ...
Calling PlayDynamicForceFeedback in code does not affect controller rumble. ...
The flowing lava in the level is a much lower quality than expected the poor quality does not appear to be caused by slow texture streaming, but instead by an over-exagerated or low quality motion b ...
Adding an Actor Component that is set to Replicate to an Actor that is also set to Replicate disconnects the Client from the Server. Note: this does not occur if the Actor Component is already added ...
When using server travel the transition map does not appear to show up when traveling between levels ...
Calling SetMassOverrideInKg reaches back to a "check(GEngine)" call in BodyInstance.cpp (line 2998). B/c of this check, the engine will crash on load if SetMassOverrideInKg is called inside a class ...