Bug report from AnswerHub. Need to figure out why C++ functions tagged NetMulticast and BlueprintCallable send the wrong paramters to some clients. ...
Crash when destroying a pawn on the client. Reproduced in 4.8.1 and Main (//depot/UE4/Promotable-CL-2610743). This is a regression: the crash does not occur in 4.7.6 Crash Report: [Link Removed] ...
Press Key node and Release Key node appear to emulate the wrong keys. The key being passed in is not always the key being output ...
Characters on the client are stuttering fairly severely when interacting with physics objects, especially when their ping is high. ...
Content only (blueprint) projects are able to compile for Linux from Windows using a binary engine from the Lanucher. When a plugin is added to an engine for use across multiple projects, including ...
"Root Motion from Everything" AnimBP breaks on client side ...
When using AttachToComponent at runtime, the attachment does not replicate properly for some clients. The relative transform/rotation is not maintained. The user who reported this issue mentioned th ...
In splitscreen, Material node SphereMask causes Material Billboard to only be visible to first player's viewport. Found in 4.22 CL# 7053642, 4.23 CL# 8386587, 4.24 CL# 8557439 ...
When mentioning the _Validate Suffix in code comment, Visual Studio compiler throws an error. ...
When the "Is Variable" box is unchecked for a BP-typed child widget, a variable will not be created at Blueprint compile time to reference the child widget in the nativized widget BP class. This bre ...