The new custom editor build steps don't properly advance when we complete an async build step, looks like it was untested. ...
\Engine\Source\Runtime\Engine\Private\DrawDebugHelpers.cpp DrawDebugSphere and DrawDebugAltCone both try to dereference variable 'LineBatcher' without checking for null, as the other DrawDebug func ...
Adjusting default light settings in the Color Picker palette for atmospheric fog causes the engine to crash in UE 4.12 Preview Regression: This does not occur in UE4.11 ...
Adding a Material Parameter collection to a material, setting its value, then saving the material will cause a crash. This was only able to be reproduced on Mac and did not affect the Windows versio ...
When using a Nav Modifier volume with a custom Nav Area class, the Nav Mesh is not being affected until the editor is restarted. Found in 4.11.2 binary. Reproduced in 4.12 Preview 1 binary and Main ...
Running with -game will run game at native fullscreen resolution 1920x1080. (checking with r.setres)Running with -game -vr will run game in VR but resolution is 1280x720. (checking with r.setres) Th ...
A user has reported an issue where the Localization Dashboard does not prompt users to let them know that their ini files for their localization targets are checked into perforce and therefore not w ...
If you let objects move quick like teleport, you can see the transition is delayed one frame. This problem occurs even if r.Cache.SampleTransitionSpeed increase, and Both ILCQ_Point and ILCQ_Volume ...
The editor crashes upon attempting to open the blueprint debugger through the Window menu. Frequency: 2/2 Regression (Yes) issue (does not) occur in 4.11.2 ...
Looking at the propagate function:void UAnimStateTransitionNode::PropagateCrossfadeSettings() { UEdGraph* CurrentGraph = GetGraph(); for (int32 idx = 0; idx < CurrentGraph->Nodes.Num(); idx++) ...