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 ...
The editor crashes when the Count parameter passed into the Mid function is < 0. There is an assertion check(Count >= 0); in FString Mid in UnrealString.h, but an error message would be expected ...
I first came across this bug when I was working with Actor Sequences and noticed that the door I had opening would snap back when I tried to close it. Later I discovered that the issue was with play ...
When using a monitor setup where both monitors have a large gap in resolution sizes and using UI scaling on Windows 10, the save dialogues that appear in the engine can appear offscreen in certain s ...
Attempting to use the Copy Reference option from an asset's right click menu on Linux will clear the clipboard of any current value, but does not copy the reference back to the clipboard. This make ...
The laser for the motion controllers is currently not being hidden when a Menu/UI panel is docked to the controller. This is a Regression from 4.14 and prior, as shown by the attached screenshots. ...
Crash occurs when the user select an AI-controlled pawn while simulating in viewport. This seems to only occur if the pawn is moving or getting directions from the controller (example, if you selec ...
When deleting a generated proxy mesh from the HLOD Outliner using the Delete Button while the generated proxy mesh is opened in the static mesh editor will cause the editor to crash. Workaround: U ...
When a static mesh that is placed in the scene begins to transition using dithered LOD, The LOD that is being transitioned away from will "POP" in at full opacity for a moment just before the dither ...
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 ...