The message serialization code in SlateRemoteServer should use FArchives for de-/serializing its messages. The current implementation is not platform/compiler agnostic. ...
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 ...
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. ...
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. ...
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 struct node in sequence (despite no break nodes performing calculations) disables fast path. Splitting structs instead does not cause this issue. ...
Filmback settings don't have their default values recorded from the source actor in Take Recorder when recording to spawnables. ...
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) \ ...
This is the copy buffer (it contains multiline strings): ((SectionName_10_AD815C6B40E1AA91C8FB72B006CB648A="TeamScreen_Overview",TipHeader_8_0A891281438C7AD03199038A729ACC18="Heroes",TipBody_9_C20B ...