When a sphere trace extends from an actor, if the sphere radius is large enough and/or the actor is close enough to one of the actors hit by the sphere, the reported hit location will be the same as ...
Collapsing an event binding to a function results in a function that takes in a delegate as an input. This function existing ends up causing any references to this blueprint class in another class t ...
This is a new ticket for the D3D 'HUNG' crash originally reported in [Link Removed]. Some fixes were introduced in 4.14.2 that decreased the occurrences of this crash, but other cases are still ongo ...
REGRESSION No, occurs in 4.14.3 On Mac, scrolling slowly (one or two notches) does not have any affect in editor, whereas on the Windows, this has full effect. This was seen in editor (with scroll ...
When editor windows are opened that contain a viewport of some sort, the framerate of the engine drops drastically. Examples include the Blueprint Editor, Material Editor, and Persona. The viewport ...
Widgets are not getting proper input when a game is first launched. Until the player clicks in the window at least once, widgets will not respond to any hover events and the first click will not hav ...
This is a common crash on Mac that has been occurring since at least the 4.14 release. Based on the one user description this may be related to the creation of structs. Additional information is n ...
If you attempt to compile a project while an editor process is running, even if it is of another project entirely, it will hot reload the project instead of doing a normal compile. This can create i ...
This is an editor-only crash that's due to stack overflow/infinite recursion in UInheritableComponentHandler::FixComponentTemplateName(). We are recursively trying to rename other inherited componen ...
When a code component contains a pointer to an actor, adding the component to a blueprint and setting the pointer to point to an instance of the same blueprint will cause the pointer to reset to "No ...