FOnlineSessionLive::CreateSession creates the session early into the method. Later, the method can fail but the session and is never cleared up (see the various catch statements in the tasks which o ...
Reparenting a widget within it's own event can cause that widget's tree to have null references instead of references to slate widgets. This happens because when a widget is reparented, we remove a ...
When using the FBX Scene Import into Level with default settings so that the actors in the BP import as static, if you reimport them they will then be set to Movable in the BP. This is not a regre ...
Ensure occurs when the user triggers a redirected gameplay tag call at runtime. This doesn't seem to occur if the redirect is removed. Test Project: [Link Removed] ...
While sculpting (holding left mouse button) if you press the right mouse button the brush will disappear. The brush will remain hidden while sculpting until the right mouse button is pressed once ag ...
Collapsing an event binding to a function results in a function that takes in a delegate as an input. This function existing ends up causing any references to this blueprint class in another class t ...
Possessing a pawn on a second client while using a dedicated server prevents the pawn from moving until net.shareshadowstate is set to false. This appears to be a regression. I was not able to repr ...
In a blend space or aim offset, there's no clear indication which grid stretch mode is enabled when clicking the button in the grid (aside from looking at the tooltip when hovering over the button). ...
This was reported from https://udn.unrealengine.com/questions/323255/bugfix-onactive-not-triggering-for-gameplaycues-on.html In some case it looks like OnActive gameplay cues are not working proper ...
The GameState's PlayerArray is not being replicated in the same order. This occurred every time I tested in Standalone game, but did not seem to occur when I tested in a new editor window. The Sta ...