Packaging a game to HTML5 disables the mouse and mouse over events on local host, which prevents any mouse functionality from working in a packaged project. ...
This crash is caused by an exception that is thrown due to the functions inside of a blueprint based off a user-defined class that is suppose to mimic Timelines. ...
When GEngine is used in a constructor before calling a ConstructorHelper function, the packaged game will crash on open with an assertion about recursion (see screenshot) ...
Arrays that are passed into a Multicast Event as an input are not available on clients who call the function Regression?: Yes This did not occur in 4.19.2 ...
The HISM on the right has 4 instances light the ISM on the left, but only one instance works with the mesh decal material. [Image Removed] ...
GameplayCues inheriting from GameplayCueNotify_Actor no longer have their Removed functions called when removed via UAbilitySystemComponent::RemoveGameplayCue if GameplayCueNotifyTagCheckOnRemove is ...
If the user uses the on paint function in combination with the draw text node then the text appears to only at the position 0,0 regardless of what position is specified. ...
After clicking once inside of the window the lock mouse to viewport functionality is lost. The mouse can then leave the viewport. This happens in standalone as well as PIE ...
When using the text search in Blueprints the arrow key functionality is lost if there is a misspelling or when a search produces no results. This worked normally in 4.19 and below. ...
Spline Mesh Components lose their collision in a packaged game when spawning them at runtime, or modifying them via 'Set Start and End' function at runtime. ...