Widgets that are pooled are given a pointer to a layout cache, if the layout cache dies, the pointer is bogus. Going to need to move over to using weak pointers to avoid the crash, will add some pe ...
The runaway loop detection stuff is designed as per thread singletons (TLS). The worker threads don't properly reset the runaway counters. ...
Reported via UDN:https://udn.unrealengine.com/questions/304768/scenecapturecomponent2d-and-shadows.html ...
From UDN Question: https://udn.unrealengine.com/questions/304392/bug-clientplayforcefeedback-isnt-paused-when-game.html Tried with GamePad and Vive Controllers, having Gamepad wire connected + 2 Vi ...
When a C++ project is named Test on a Binary version of the editor, the project will fail to compile. I'm assuming this is from the editor seeing a precompiled header from another file in the engine ...
Particle system light's module does not use Lighting Channels. The particle system itself will accept lighting from it's assigned lighting channels but the lights spawned from the particle system, n ...
Using a translucent material with a 0 opacity does not seem to be working when using a retainer box that is attempting to apply it to the image. When the material is set to additive or masked, it w ...
Making a change in a blueprint and then compiling it causes any actors that are attached to it to become unattached. ...
Renaming the meshes folder to include [] characters causes the static meshes to lose their mesh upon being duplicated. ...
Re-importing a JSON file causes the asset window to be cleared out until the file is reopened in the editor. ...