A licensee has reported a crash that is caused by a Buffer Overread in TBitArray's operator < function. While the licensee did not provide reproduction steps, the crash is apparent from looking at t ...
There seems to be a bug with the Possess\Unpossess events. Because if you change the last node in "PossessCharacter", which is created in PlayerController(called "PC"), to Unpossess the AI still con ...
UAIPerceptionSystem::Tick() is not called after level reloading. When Debugging, UAIPerceptionSystem::CurrentTime is always 0, and UAIPerceptionSystem::SourcesToRegister always contains sources to ...
When compiling on load in -game, a blueprint class that inherits from a native class that is marked within and the class that it is within is abstract, a crash will occur when FBlueprintCompilationM ...
When DitheredLODTransition is enabled for HierarchicalInstancedStaticMesh, in the previous version (5.1.1), dithering was applied during fade-in/fade-out, but in 5.4.3, dithering is not applied duri ...
Can attach actors to each other through the use of sequencer even though actors are in different levels which leads to crashing when saving and changing levels F3DAttachTrackEditor::IsActorPickabl ...
Importing a skeletal mesh fbx from blender and setting the Import Uniform Scale option for the mesh to a higher value, like 100, results in only one of the meshes being scaled while the other is lef ...
The PreferredNavData member of NavAgentProperties isn't properly initialized. It is using some constructor that doesn't seem to be valid. This is a regression from 4.19.2 (CL-4033788) as this same s ...
A Blueprint Interface function that returns a map type variable will fail compiling with various errors when called in another Blueprint. If the same function is setup in the Actor Blueprint instead ...
When using Replicated Movement, certain combined linear/angular movements cause the client to freeze for several seconds and then catch up to the server. This is a regression from 4.21.2 (CL-4753647 ...