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] ...
Nativizing a Blueprint that includes a custom button (a Blueprint parented to the "Button" class) causes a crash when Event Driven Loading is enabled. Disabling Event Driven Loading can workaround t ...
Compiling a Blueprint that references a deleted Macro from a Custom Macro Library will crash the editor. Crash Report: [Link Removed] This is a regression: did NOT occur in 4.8.3. Reproduced in 4. ...
Add support for distance field shadows on Single Layer Water shading model (report of it missing in Fortnite here: https://jira.it.epicgames.net/browse/FORT-217878) ...
When trying to edit custom primitive data on static meshes attached to a BP actor, an out of bounds access will occur. This does not occur when the static mesh is simply on a regular Actor (Same rep ...