SlateRemote: Message serialization does not take byte order and struct packing into account

UE - Foundation - Cpp Tools - Plugin System - Sep 15, 2016

The message serialization code in SlateRemoteServer should use FArchives for de-/serializing its messages. The current implementation is not platform/compiler agnostic. ...

Copying struct value using Set node from null source crashes

UE - Gameplay - Blueprint - Jun 23, 2015

Trying to access a Game Instance in a Blueprint's Construction Script results in a crash in 4.8 and 4.9. No crash occurred in 4.7.6 with the same Blueprint. This crash only seems to happen if the v ...

Blueprint dirty after PIE if blueprint contains a reroute node for a Key Struct

UE - Gameplay - Blueprint Compiler - Jun 19, 2017

If a blueprint contains a reroute node for a key structure it will cause the blueprint to become dirtied (needs to be compiled) upon exiting PIE. ...

Arrays of user-defined structs are not initialized properly in a nativized Blueprint class.

UE - Gameplay - Blueprint - Feb 28, 2018

New elements are not being initialized properly when setting up the default value for arrays of user-defined structures in nativized Blueprint C++ constructor code. ...

TrackFieldData and SubSectionFieldData structs not properly being serialized during cook in the Precompiled Evaluation Template

UE - Anim - Sequencer - May 3, 2019

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 ...

Using more than a single break node disables fast path

OLD - Anim - Mar 7, 2019

Using more than a single break struct node in sequence (despite no break nodes performing calculations) disables fast path. Splitting structs instead does not cause this issue. ...

Camera Component struct instance parameters not recorded by Take Recorder when recording to Spawnables

UE - Anim - Sequencer - Nov 3, 2020

Filmback settings don't have their default values recorded from the source actor in Take Recorder when recording to spawnables. ...

BP nativization emits incorrect C++ code for noexport-typed struct field access in some cases.

UE - Gameplay - Blueprint - Dec 18, 2019

In BlueprintCompilerCppBackendUtils.cpp: #define MAP_BASE_STRUCTURE_ACCESS(x) \ BaseStructureAccessorsMap.Add(x, TEXT("#x")) Needs to be changed to: #define MAP_BASE_STRUCTURE_ACCESS(x) \ ...

Copy-pasting (in the details panel) an array of structs containing multiline text not coming back entirely correctly

UE - Editor - UI Systems - Slate - Dec 20, 2016

This is the copy buffer (it contains multiline strings): ((SectionName_10_AD815C6B40E1AA91C8FB72B006CB648A="TeamScreen_Overview",TipHeader_8_0A891281438C7AD03199038A729ACC18="Heroes",TipBody_9_C20B ...