When Remove Instance is called for an instance static mesh component, the render state is not properly updated, causing some of the instances to not be visible. Workaround: Forcing a call to PostEd ...
Calling SetNavigationRule at runtime does not update the widget navigation of the selected widget. Regression: No - same behavior occurs in 4.16.3 (CL 3561208) ...
Attempting to return a const pointer from a UFUNCTION will cause a VS compile error The syntax UFUNCTION(BlueprintCallable, Category = test) const UMyActorComp* SomeFunc(); returns a VS compile ...
When a GameplayTagQuery variable is edited from inside of a DataAsset, the editor crashes when the changes are saved. This could be related to a bug that was fixed previously: [Link Removed] Regres ...
In the UHT boilerplate that's generated for the FGUseableInterface type, there is a pure virtual declaration that's emitted for the BlueprintNativeEvent's required _Implementation() method: #define ...
Editing the bIsOrthographic variable in PlayerCameraManager does not cause the view to change to/from Orthographic Regression?: Yes This worked correctly in 4.17.2-3658906+++UE4+Release-4.17 This d ...
In ShooterGame, when a Listen Server fires its weapon, the burst effect will not be replicated reliably to the client(s). Adding logging to OnRep_BurstCounter in ShooterWeapon.cpp will show that t ...
Occasionally, the Engine/Editor crashes on startup with an assertion in the lock-free void pointer list. ...
When creating widgets that contain child widgets with animations, the performance appears when adding animations via child widgets. If the same amount of animations are created in a widget, the perf ...
Using incorrect formatting in FText does not cause compilation errors in EnsureMsgf as it does in other functions such as UE_LOG. This causes crashes to sneak through such as a crash on ensure when ...