When a struct is created in the header file for a class, and the struct contains a member that is of that class' type, performing a hot reload after changing the class will result in a Blueprint der ...
When duplicating an actor that has foliage placed on it (i.e. the table in the basic level with starter content), the editor will crash. Found in 4.11 Preview 7. Reproduced in Main CL 2894512 Thi ...
Torrigered when hotreload is performed in a case where code referencing to dll. Crash when restarting from VisualStudio. It didn’t see in 4.21. Workaround: Delete the Intermediate folder and e ...
USkeleton class only performs Add or Empty operations on the LinkupCache array and has no Remove, so the number of LinkupCache can keep increasing in some cases (A description in Step to Reproduce s ...
REGRESSION: Can be certain as this testing was blocked by [Link Removed] Through a specific chain of events (see repro), it's possible to have a non-actor as the value for an Actor Class Reference, ...
When BP functions are bound to native delegates with float parameters, we perform fixup on the BP functions such that their float parameters are converted from double precision to single precision. ...
Users with large numbers of UObjects (500k+) that are using World Partition want to enable GC actor clustering to handle streaming levels but no performance gains are realized when enabling GC clust ...
in PIE, RerunConstructionScript() is executed and actor's CachedMaxDrawDistance is updated as expected. in packaged game, RerunConstructionScript() is not executed so, CullDistanceVolume is not u ...
This check is hit on the server instance while it is performing garbage collection during the seamless travel. During this garbage collection, it will determine that the UWorldPartition object belon ...
Despite the usage of the same ToOVRVector as GearVR, the coordinate transformation from UE4 coordinates to Oculus coordinates appears to have the z-axis reversed. This results in sounds being slight ...