The editor only has access to the "EFIGSCJK" data, rather than the "All" data. ...
Physics assets within a blueprint react improperly when placed in a sublevel. This error can clearly be seen within a user's youtube video located here: [Link Removed] Note: The fan asset attac ...
Several licensees have reported this issue. It is caused by FSocketSubsystemSteam::UnregisterConnection being called twice - once after the player leaves the game, and once when it is garbage collec ...
A hard crash can happen when applying auto convex collision to a complex mesh that is below a certain build scale or screen size. The meshes that cause this have higher poly counts and increasing th ...
When a user attempts to create a .dds file using nvidia texture tools and saves it with custom mipmap settings, the resulting file fails to import into the engine. ...
It looks like when reimporting a texture asset into the engine after loading a level, you will be confronted with the File Selection box and not the reimport successful notification. In fact if you ...
Game applications crash on Zenfone 5 once they're launched. This seems to be due to the InitDebugContext(). Chris requested this to be entered for tracking purposes. Chris B: I believe the problem ...
User found that our editor mode functions don't do static casts, and thus you can cast to classes that don't share a common base class with the pointer class we're casting from, resulting in some na ...
Using PostLoad in a class that has a Blueprint derived from it can result in a crash if the Blueprint is saved immediately before and after PIE. CrashReporter Link: [Link Removed] ...
Each time the editor opens a project, the INIalt text file changes, adding 10 pixels to the width and height of floating sub windows, thus negating the usefulness of the "Save Layout" feature. *Obs ...