There's some quirky behavior occurring with the component's CDO when we change a value that isn't compared by the native code's equality operator. It only seems to commit when we first change anothe ...
Webbrowser in Mobile devices gets most higher zorder in UMG. This is, as I belive, expected since it is running in native functions. But to meet behaviors in PC, making it to follow given zorder see ...
When launching the editor for the "external\foreign" project, the code in GetEngineAndProjectAbsoluteDirsFromExecutable ends up superseding the path returned from {{FPlatformMisc::ProjectDir() }} wi ...
Server are not visible to clients in ShooterGame when the LAN is set to off. This occurs on all native platforms when trying to connect to each other when the LAN is off. REGRESSION: Yes Worked: 4 ...
Blueprint config variables in Game Instance classes do not appear to be set properly. This is unexpected behavior, as setting up a config variable in a native C++ Game Instance class works as expect ...
A set of objects which can be instantiated Inline in the Editor that contain an array of References to their children that have nested Blueprint objects inheriting from a Native Base Class can cause ...
For UMG delegates, we currently have a fixup pass that ensures that bound functions match the signature of the native delegate. However, the fixup appears to use the wrong function name, which cause ...
Using the Oculus Hand component in a blueprint pawn will cause the engine to crash. This occurs using the Native OpenXR with Oculus Vendor Extensions in the XR API. If the user switches to Legacy Oc ...
The problem here isn't obvious: the native enum, EAnotherEnum, is missing the Flags flag for the UEnum. As a result, K2Node_GetEnumeratorNameAsString returns the max enum when it gets a combined fla ...
Various licensees are reporting data loss on load due to the change that was made for [Link Removed] in which we now defer Blueprint CDO construction on load until the finalization phase. This issu ...