Basically, the problem is that the Main Thread is able to run AActor::Tick() (including Blueprint Tick Events) at the same time that the animation system is running functions such as UAnimInstance:: ...
If the user creates two blueprints and parents one to the other and then creates 3 event dispatchers in total between the two in an alternating method it will cause and error and the event dispatch ...
When exporting a large file, due to the way the auto reimporter only checks for the number of changed files has remained stable for some given threshold, it can kick in too early even though the sin ...
When the user adds an actor to the scene that has text render components, the components do not show up when shown in a packaged game ...
Opening any files in folders (attached) cause editor to crash. Crash Reporter: [Link Removed] Frequency: 10/10 In user's project (available if needed), opening the project immediately crashes ...
The 'Add Movement Input' node no longer functions on a Default Pawn. This worked in 4.5.1 & 4.6.1. ...
SetGamePaused on EventDestroyed crashes the editor on compile. Reproduced in 4.7.3 binary and Main (//depot/UE4/Promotable-CL-2496752) Crash Report: [Link Removed] Call Stack: UE4Editor_Engine! U ...
With 'Use Small Toolbar Icons' checked in the 'Editor Preferences', the 'Back' button within the 'Project Launcher' disappears. The expected would for the button to get smaller and not vanish entir ...
If a player on a dedicated server attempts to possess a feshly spawned pawn, the blueprint must have an unpossess node just before the possess node to be able to possess the pawn. This is not the ca ...
If you have an Execute Console Command node in your level blueprint with a pressed key executable node, The project will freeze if packaged for shipping when 'Stat FPS' in in the Command box. Test ...