Landscapes created with Import Tiled Landscape are loaded at the World Origin when loaded in a level without World Composition enabled. Enabling World Composition in the second level fixes this iss ...
ShooterGame demonstrates the issue where when encryption is enabled, if the (unencrypted) EncryptionAck message is dropped, the resent messages will be encrypted since the server has enabled encrypt ...
See the UDN for sample project. This is caused by the Editor Python sample not using the UMoviePipelineQueueSubsystem, which (when rendering) blocks the Sequencer from auto-binding to PIE. The fix ...
This is not a regression. Tested in //UE5/Release-5.0 CL 20979098 Building Packed Level Actors causes references to break in the Packed level Actors' Blueprints. Rerunning the Build > Pack Level Ac ...
BuildTextMesh function queued as AsyncTasks may be called during saving (renaming) a level containing Text3DComponents. The following workaround fix the problem. void UText3DComponent::BuildTextMe ...
User reports of stack overflow happening in canRemoveVertex in DetourTileCacheBuilder.cpp if a poly has more than 16 vertices. The array for edges is a fixed array and is written to without checking ...
A note from the user, seems like they have a fix for this already I've changed the type of UGameplayDebuggerConfig::ActivationKey to FInputChord and with ony small changes to surrounding code it ...
UPDATE: 2/23/2015 Crash is limited to 4.6.1, does not occur in 4.7 Preview 8 or later builds (CL#2448202). ========================================================== Editor crashes if an event is ...
This issue is related to [Link Removed] (which was fixed). However if the user creates a new actor and then adds a static mesh they can end up with permanent holes in their nav mesh. If the user tog ...
In 4.5 and previous versions, a State or Transition node had a Custom Blueprint Event field in the Details panel under Animation State for three events. AnimBP States and Transitions no longer have ...