Crashes when exiting PIE while executing multiple async tasks. By explicitly executing EndTask and FinishAbort of RecieveAbort, this caused by performing out-of-range in array access to InstanceStac ...
If the default value of a replicated property is edited on an instance of a placed-in-map actor, then on the server is value is changed back to the default, a client who joins in progress after this ...
As part of RecreateClothingActors(), the master pose component is not checked for a valid mesh and therefore when TransformComponent->GetComponentSpaceTransforms() is indexed into, crashes can occur ...
UNiagaraComponent does not override IsReadyForOwnerToAutoDestroy, so it always returns true. This gets checked every tick if an actor is set to auto destroy, so actors with Niagara Components do not ...
DDX and DDY no longer work properly close to the camera in 4.21 on Android in OpenGL ES 3.1. Worked in 4.20, no longer works in 4.21 or 4.22. Originally reported as Oculus Quest specific, but repr ...
When duplicating multiple components at once it appears to crash the editor. Regression: Yes, this appears to be working in the previous version of the engine (4.21.2-4753647) ...
Exponential Height Fog appears black when Luminance range is extended and light intensity is 2000lux+ ...
The RF_WasLoaded flag is set to false for Blueprint instances in PIE if the Blueprint is edited and compiled. This is fixed by saving the level which is a simple workaround but this should be needed ...
In 4.20 movie scene sections changed how infinite sections worked, and some sections that could be infinite no longer had the capability. When converting the sections use the start and end time of t ...
DrawBoxSweeps does not account for box rotation when drawing lines between swept vertices, leading to disconnected debug visuals. ...