StartUsingCustomLink() never gets called in the CrowdManager when an AI with a UCrowdFollowingComponent begins to traverse a NavLinkProxy that has been placed in the world. The link UserID always r ...
When attempting to run the attached Project submitted from UDN, it will crash on launch. If Vulkan support is disabled, the Project will run as expected on Quest. This issue DOES NOT appear to repro ...
After creating a class based on Trigger Volume, adding an instance of the custom class to the viewport does not show the green bounds of the volume until after the editor is closed and restarted. T ...
There is an issue occurring where meshes from 3ds Max which have custom pivots from a datasmith import do not reappear in the level after deleting them and then undoing the delete action. The mesh d ...
Performing a hot reload in the Editor after adding a custom UserDefinedEnum C++ class to a project results in a crash. A normal compile in Visual Studio will complete successfully. ...
When using Blueprint Nativization, the compilation will fail during packaging when using a ForEach loop or ToByte conversion with a custom enum in a TMap. Regression?: No This occurs in 4.18 ...
There is an issue where, in the Asset manager duplicates asset types on project reopen after custom elements are made for the "Primary Asset Types to Scan" array. THis issue does not appear to be a ...
Using a custom #define as the coniditon for an #if / #endif that encapsulates a UFUNCTION that is marked as BlueprintCallable will prevent it from being visible in blueprints despite the #if resolvi ...
Performing a Hot Reload after creating a custom UClass class can result in a crash. This was reported on Linux, but reproduced on Windows. Additional testing will be done on Linux to confirm the is ...
If a project is packaged with a plugin that contains a custom struct and a function that takes that struct as a parameter, the game will crash when the executable is run. [Link Removed] ...