Upon Seamless Travel, the Package Map will attempt to clear out "old" entries in the Guid Cache by marking them with a timeout. The only entries that will actually be marked for a timeout are entrie ...
Compile errors will occur during packaging with Blueprint nativization enabled if e.g. "Get" nodes are placed in a Blueprint on FFloatRange struct types (or any other explicit TRange derivative) and ...
After adding a member to a user-defined struct type and changing the member type to a user-defined enumeration, repeated edits to that enumeration will eventually cause the editor to become increasi ...
Seems to be somehow related to components being instanced in the Construction Script according to a spline. The transforms are slightly off by more than 1.e-2f. They are reconstructed on load with a ...
A recent UDN brought up two scenarios with dependent actors in RepGraph that could use better comments/warnings. The first is that calling ForceNetUpdate on an actor that is only replicated as a de ...
UAbilityAsync objects do not properly support a way to EndAction like a UAbilityTask. ...
Any instances of a Blueprint class that were given a custom label in the World Outliner will have their labels reset to the object instance name whenever that Blueprint class is recompiled. The lab ...
Tracking a potential issue where components in C++ are being "lost" prior to BeginPlay. Renaming the reference variable seems to work around the issue, but the cause is currently unknown/needs more ...
FAnimNode_TransitionPoseEvaluator can cache a pose over multiple frames using FStackAttributeContainer rather than the heap equivalent. This will likely crash at some point if any user uses the cac ...
The ConstructObjectFromClass node no longer allows connections to the "Outer" input pin that are not of a type that's derived from the current Blueprint class (self). Previously, users could connec ...