If a client hitches while a server performs a seamless travel, the client will get multiple lines of logspam of these warnings:Warning: UActorChannel::ProcessBunch: SerializeNewActor failed to find/ ...
Calling UStaticMeshComponent::GetMaterial() during a Blueprint compile on load can cause the Material shader to fail to compile because GetMaterial will trigger a PostLoad call on that Material and ...
This report has been logged due to a high volume of submitted crash reports. Additional information is currently unknown. User descriptionsDeleted 3 rocks from mesh folder and accepted to delete e ...
Note that this bug potentially also affects a wide variety of material / geometry setups; however, a translucent wireframe setup is currently the main reproduction case. The issue may also be notice ...
The order of world and game instance initialization is different between a true standalone game (cooked game or an editor build with -game) and a Play In Editor game. Specifically, in Play in Editor ...
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 ...
FJsonObjectConverter::JsonObjectToUStruct removes _ClassName from nested JSON objects during deserialization. Removing Obj->RemoveField(ObjectClassNameKey) from ConvertScalarJsonValueToFPropertyWit ...