Using a struct containing an instanced object property as the value for a TMap results in a crash if a Blueprint of the class containing the TMap is subclassed and the child Blueprint is opened the ...
When a user loads into a level that spawns replicated actors using manually placed blueprints twice using ServerTravel with Seamless Travel enabled it will crash. It looks like the engine can't find ...
Editor can assert when changing the signature of an editor authored Blueprint Library Function (FuncA) if that function is called from a Blueprint Library Function (FuncB) via an actor's constructio ...
The panning in the Tap Delay Submix Effect does not always match its assigned Pan in Degrees value. Specifically, the left and right side appear to be reversed on Stereo setups. In addition, in 5.1 ...
When specifying a widget of a different size than the screen in FReply::LockMouseToWidget, the cursor is locked to a different position in native full screen mode. It appears that the window size n ...
Damping is handled differently at lower frame rates. Slight changes in damping at lower FPS (25) drastically effects objects and isn't applied in the same way as at higher FPS (60) User Description ...
When Calling UBlueprintMapLibrary::GenericMap_Find with a non-existent key, the function construct the default structure in-place on the given pointer without destroying the object. This behavior ca ...
Description from licensee: We're seeing an ensure get tripped up in FDebugRenderSceneProxy that says "DrawDelegate is already Registered!". Debugging the issue, we have confirmed that the DrawDeleg ...
Attempting to merge two spline actors causes the Engine to crash. This issue occurs with the Steps to Reproduce regardless if there are more branches added to the tree branch spline/enabled, and reg ...
When a small external force is applied to the rigid body, the VSmooth value is reset in the ResetVSmoothFromForces function. Since this function ignores the current velocity, a very small velocity ...