Making a call to GetPawn in an AIController class will return NULL which will crash when that return value is used. This is a regression as the call is made successfully in 4.8.3. Working CL: Work ...
Destroying a Component doesn't trigger the OnComponentEndOverlap node User Description: OK, so I have an actor with only one component: BoxCollision, with default settings. I place it on map. In m ...
Using the bugitgo command line argument will teleport the player to the x,y,z specified but will then will cause the player to continually fall through the floor/world. ...
Components that have variables added to them cause the component to register the wrong blueprint owner. ...
Physics object set to OverlapAll will still collide with the player User Description: The pawn is simply colliding with and causing physics on objects it shouldn't be. To replicate: Set up a new ...
User crashed in the function "void UCharacterMovementComponent::PerformMovement(float DeltaSeconds)" due to a Velocity containing NaN. AnswerHub post details function calls that lead to where the N ...
Gameplay Ability BP is being set to dirty when function is removed from an unrelated actor Blueprint. Reported by Licensee in 4.8.3 QA Build, Reproduced using Fortnite - CL - 2661312 ...
The "servertravel" command doesn't function when running ShooterGame in Editor. A warning will show up in the Output Log: LogWorld:Warning: UWorld::ServerTravel: Seamless travel currently NOT supp ...
If a blueprint based on a custom World Settings class is set in the project settings then the editor crashes on open ...
If you interrupt a SetViewTargetWithBlend with another SetViewTargetWithBlend, it snaps to the second ViewTarget instead of blending back. ...