A licensee has reported a crash that is caused by a Buffer Overread in TBitArray's operator < function. While the licensee did not provide reproduction steps, the crash is apparent from looking at t ...
The Shift + Leftclick selection range appears to break when selecting something in the World Outliner first followed by clicking something in the Viewport and then shift selecting a range back in th ...
Cascade ParticleRelativeTime outputs constant 0 on mobile. Found in 4.19 CL# 4033788, 4.20 CL# 4302132, 4.21 CL# 4321618 ...
Incorrect material element indexes when importing multiple meshes in the same FBX. If you re-import the mesh that has the incorrect material element index it will correct itself. Seems similar to [ ...
When a Child Actor's class is replicated but the individual variables are not, the individual variables will use the default of the original BP class instead of the defaults that were set in the Chi ...
The input removed the connection points are not re-indexed. So connected 'wires' stay on their places. That causing disconnection of the last wire as well as shift for every node that followed the o ...
Any changes made to a RuntimeFloatCurve will not be propagated to child Blueprints until the Editor has been restarted. ...
The licensee sent us a BP that can't be nativized correctly on UDN. The nativized BP has wrong paths and causes a crash. ...
AI nav walking doesn't allow clients to set a "Base" for the character (SetBase from UpdateFloorFromAdjustment), so there is no floor result on frames where there is a net update. This causes simula ...
Using Attach To Component and Detach From Component with the Keep World option for the Location/Rotation/Scale rules does not replicate properly to clients. This does work when using AttachToActor a ...