Issue seems to be related to NpRigidDynamic::setKinematicTarget. When called by itself (like in the case of Kinematic bodies moved without teleportation), the simulated actor is woken and is put ba ...
The backgrounds for the interactive buttons have seemingly scaled down in the 4.13 engine version. The button icon themselves seem to have been unaffected. Screenshot comparisons included ...
Clearing the texture field in the SubUV Animation after creating it from a texture in the content browser will crash the engine. ...
A vehicle using Async Scene on the body but not the wheels will crash the editor[EUS-TJ Ballard] Vehicle using Async Scene on body but not the wheels crashes the editor User Description: Async sce ...
A crash occurs when you remove a Sprite Instance within a Paper Grouped Sprite component of an Actor BP on Event Begin Play. I was able to reproduce this crash in the binary releases of 4.11.2 and ...
When exporting Foliage instances to FBX the FBX will not contain any of the foliage instances, but will include any other static or movable geometry. This is a regression. This worked in 4.11.2 but ...
Engine crashes on completing a simplygon merge of two actors Note If you set On screen size to 50, you can speed up the merge to get to the crash quicker ...
The viewports camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off. It seems that this is stopping you from being able to access the "old" stati ...
Widgets that are pooled are given a pointer to a layout cache, if the layout cache dies, the pointer is bogus. Going to need to move over to using weak pointers to avoid the crash, will add some pe ...
Add the 1.6 integration to 4.13 for release. ...