A customer is requesting that the error message for FPackageName::LongPackageNameToFilename get improved. He suggests that we list the valid roots as part of the message. ...
PVehicleDrive is not null-ed during OnDestroyPhysicsState, which can lead to crashes during future function calls. ...
Spawn system attached with a system where bAutorDestroy is true and one data interface is invalid will crash the engine. ...
When building a code project that was created with the binary Engine installed through the Launcher, UHT always runs even if no code changes have been made. This only occurs with a binary Engine ins ...
The construction script for a custom actor blueprint does not execute after drag when the scene component is selected. Tested in 4.21.2 (CL - 5660361), 4.22.1 (CL - 6063286), 4.23 (CL - 6248266) ...
If Level LOD changes to a different LOD while first is loading, LODIndex breaks. ...
Licensee has brought into question the difference between NavMovementComp::bUseAccelerationForPaths Vs. CharacterMovementComponent::bRequestedMoveUseAcceleration. This led to a discussion in a Supp ...
FAnimInstanceProxy::LODLevel isn't initialized before it is used in PreUpdate, causing UB on the first call. ...
During compile on the fly if the evaluation field is invalidated SubSectionField data will not have been properly serialized and the meta data will not be populated correctly, as the custom serializ ...
TriggerMontageEndedEvent is calling RemoveAtSwap after the NotifyEnd callback which is not safe if the ActiveAninNotifyState array is modified by the callback. WorkAround: Add a Delay node befo ...