Using legacy-style #include paths in a game project is allowed by UBT by default, but it's currently not compatible with Blueprint nativization, as it does not account for this possibility. Current ...
Upon creation and compilation of a Blueprint Variable of type InputActionKeyMappings, when clicking the "X" to remove the default input key parameter causes the editor to crash. ...
When introduced with two Steam NetDrivers/NetConnections to the same user, instead of closing out the communications on a per channel basis, the entire session is removed from the connection list. T ...
A static mesh assets's Walkable Slope Override is observed by placed static meshes, but not by ISMC instances. ...
Duplicate SetMaterialAttributes nodes will be missing attribute connections on the node itself, but in the properties tab they will show up. Found in 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 Previe ...
The column names in the data table editor appear to directly use the property name instead of the "pretty" version of the property name. If the "DisplayName" meta specifier is used, though, that is ...
When creating an Actor, and placing them inside of a geometric obstacle. GetRandomReachablePointInRadius is giving only non reachable points. The behavior happens when we set our navigational mesh b ...
Skeletal meshes do not render or animate properly on the Xiaomi Redmi 6 (PowerVR GE8320) when using OpenGL ES3.1. This issue changed a bit from 4.19 to 4.20. In 4.19, the skeletal mesh seems to of ...
A number of utility functions are provided in UEdGraph_ReferenceViewer for building menu extenders. This class was originally included in the engine as part of the ReferenceViewer module, but was re ...
This is an editor-only crash that's due to stack overflow/infinite recursion in UInheritableComponentHandler::FixComponentTemplateName(). We are recursively trying to rename other inherited componen ...