Setting up widget through code crashes packaged project on play ...
If the user uses the Get mouse X or the Get mouse Y nodes in their project, they will no longer be able to look around their level using the mouse input. ...
Attempting to perform an is valid check on a physical material from a FHitResult returns invalid. This does not occur when using a blueprint setup, it only seems to occur when using code. Found ...
If you delete an asset that is referenced by another asset, all your current open asset windows (ie. blueprints, animations, meshes, etc.) will close, even if they aren't referencing that asset. ...
Choosing the side that is supposed to vibrate during forced feed back does not appear to have an effect. The same side vibrates regardless of selection ...
If a user has an actor that is simulating physics during simulation of play in the editor and they then change the value of a variable trough the details panel below the world outliner then the acto ...
Save on compile does not save the level blueprint when compiling the level blueprint. ...
ExponentialHeightFog does not render for Gear VR devices when both the device and project are set for Gear VR. However, the fog does appear on a project without Gear VR enabled. Occurs On: GalaxyS6 ...
This is regression from 4.10 functionality. When assigning the Android Back Button functionality in a GearVR project, the back button will now bring up the Oculus Home Screen asking if you would lik ...
Attempting to play an anim montage for a character without having the Anim Blueprint Generated Class set will cause the editor to crash. Crash Reporter Link: [Link Removed] ...