When you create a NavMeshBoundsVolume, it automatically creates a RecastNavMesh-Default. You can change the settings of the nav mesh there. However when you change settings of this RecastNavMesh it ...
No comments from users Generated from CrashReporter ...
A licensee has reported that UWorld::CleanupWorld is causing issues with assets in Sublevels if you build lighting on the parent level, save all of the maps, and then change to another level. The as ...
When creating a grand child widget it appears that the preconstuct does not behave as expected. The child widget fails to render widgets that belong to its parent's parent. ...
When the player at index 0 sets its user focus it will cause other players to lose input. This does not occur when setting the user focus of players with an index higher than 0. ...
User created Bitmask flag Enumerators are not correctly stored and retrieved from Blueprint Integer variable settings. When the Editor is restarted the value of the Integer's Bitmask Enum is set to ...
Changes to the frame rate for the Render Movie Settings window do not appear to save in between uses (as is seen with the other settings). ...
Upon creating a new C++ Project called "MyProject" with starter content enabled, if you delete the project folder from the finder, then re-create a new C++ Project under the same name "MyProject" wi ...
On Linux machines users are unable to uncap their framerate in the editor. This issue has been observed in multiple maps, including TM-URO and TM-AnimPhys, as well as Third Person Blueprint projects ...
RepLayouts are associated with an Owning Object, which may be a Class, Function, or Struct. RepLayouts will only be cleaned up when the Owning Object is no longer valid. RepLayouts hold references t ...