Performing a hot reload on a project that contains an FStringAssetReference inside a struct results in a crash. This was reported to work fine in 4.6.1, but I was unable to verify that is the case. ...
Using a Math Expression node, atan will generate an error as an unknown expression. Reproduced in Main Promotable-CL-2471062 [Image Removed] ...
In ShooterCharacter.cpp (line 376) there is a call to FMath::Min(0.1f, DeathAnimDurtation) that always returns 0.1. User suggests changing FMath::Min() to FMath::Max(). ...
Changing the quality settings (or having them change on you automatically in the editor) drops mips on landscape heightmap textures, which isn't desirable as it makes it look like there are collisio ...
Reproduced in Main Promotable-CL-2471062 When reimporting an FBX Static Mesh housed in a root directory, the engine says that it successfully reimports the FBX, but quietly in the Output log fails ...
UPDATE: 3/10/2015 User reported manually adding a separate boolean value causes that value to automatically switch to true upon reloading editor as well. No current workaround is available. ======= ...
If #define PHYSX_MEMORY_STATS 0 is set to 1, the Engine will not build successfully. The build fails with the message: error C2338: FPhysXAllocationHeader size must be less than 16 bytes. ...
Edit MattK: This is probably not UMG related. There is a grid like distortion when using a render target 2d in UMG on the Samsung Galaxy S3 ...
A level will not save if a Blueprint that uses a Blueprint Component with an Event Dispatcher is placed in it. Reproduced in 4.7.2 binary. Could not test in Main due to [Link Removed] ...
A user has upgraded their project from 4.6.1 to 4.7.2 and now one of their assets is partially loaded. After a bit of digging I found an error in the event graph of the ShadowHerosHUD. The nodes are ...