My Nvidia driver is our current approved driver: 378.49 ...
A licensee has reported that using FStringAssetReference::ResolveObject to reference an asset in Blueprints will result in that asset never being garbage collected. Doing the same workflow in C++ do ...
The Editor crashes while Force Deleting the FirstPerson folder within a FirstPersonTemplate project. This behavior is consistent between Blueprint / Code versions of FirstPersonTemplate projects. ...
When setting the Sublevels hidden in Sequencer, the sublevels become hidden in the viewport, but does not hide when it is played in PIE. To test if the sequence played at start, I added a cube to t ...
Project fails to build for iOS/tvOS due to:error: non-portable path to file errors. ...
This was the simplest solid repro I could get on this bug. The callstack is similar to [Link Removed] Also came across several Shader Compiling Manager crashes while attempting to repro this crash ...
REGRESSION No, occurs in 4.14. If the user has an attenuating actor selected while they go through a PIE session, the attenuation wireframes will not be visible when they exit PIE. They will need ...
The Multi-line Text metadata specifier is not able to be set in a Blueprint. This means that text variables that are created directly inside of a blueprint cannot have this specifier set and cannot ...
Adding DoNotCreateDefaultSubobject to a class after placing an instance of that class in the viewport will fail to be recognized when duplicating the placed instance. This is not a hot reload issue ...
The FVector::Normalize function states in its comment that if given a vector that is too small to be normalized, it will set it to 0,0,0 and return false. The function only returns false and does no ...