NetMulticast and BlueprintCallable C++ functions reportedly have incorrect parameters

UE - Networking - Nov 7, 2014

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

UE - Networking - Jul 6, 2015

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

UE - Editor - UI Systems - Nov 14, 2016

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 ...

Client Stutters When Interacting With Physics Objects

UE - Simulation - Physics - Jan 31, 2017

Characters on the client are stuttering fairly severely when interacting with physics objects, especially when their ping is high. ...

Engine level Plugins prevent content projects from cross-compile packaging on binary engine

UE - Foundation - Core - Apr 11, 2017

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

OLD - Anim - Apr 12, 2017

"Root Motion from Everything" AnimBP breaks on client side ...

AttachToComponent replication snapping to position instead of keeping relative location

UE - Networking - Feb 15, 2019

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 ...

Material Billboard Renders Incorrectly In Splitscreen

UE - Graphics Features - Sep 10, 2019

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 ...

Mentioning "_Validate" suffix in code comments to function names causes Compiler error

UE - Foundation - Cpp Tools - UnrealHeaderTool - Dec 13, 2019

When mentioning the _Validate Suffix in code comment, Visual Studio compiler throws an error. ...

BP - Nativizing a UMG widget hierarchy in which a child widget of another widget BP type has the "Is Variable" box unchecked will result in a crash at runtime.

UE - Gameplay - Blueprint - Jan 28, 2020

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 ...