When Remove Instance is called for an instance static mesh component, the render state is not properly updated, causing some of the instances to not be visible. Workaround: Forcing a call to PostEd ...
Calling SetNavigationRule at runtime does not update the widget navigation of the selected widget. Regression: No - same behavior occurs in 4.16.3 (CL 3561208) ...
Attempting to return a const pointer from a UFUNCTION will cause a VS compile error The syntax UFUNCTION(BlueprintCallable, Category = test) const UMyActorComp* SomeFunc(); returns a VS compile ...
When a GameplayTagQuery variable is edited from inside of a DataAsset, the editor crashes when the changes are saved. This could be related to a bug that was fixed previously: [Link Removed] Regres ...
In the UHT boilerplate that's generated for the FGUseableInterface type, there is a pure virtual declaration that's emitted for the BlueprintNativeEvent's required _Implementation() method: #define ...
Editing the bIsOrthographic variable in PlayerCameraManager does not cause the view to change to/from Orthographic Regression?: Yes This worked correctly in 4.17.2-3658906+++UE4+Release-4.17 This d ...
In ShooterGame, when a Listen Server fires its weapon, the burst effect will not be replicated reliably to the client(s). Adding logging to OnRep_BurstCounter in ShooterWeapon.cpp will show that t ...
When creating widgets that contain child widgets with animations, the performance appears when adding animations via child widgets. If the same amount of animations are created in a widget, the perf ...
Using incorrect formatting in FText does not cause compilation errors in EnsureMsgf as it does in other functions such as UE_LOG. This causes crashes to sneak through such as a crash on ensure when ...
The call to FMemory::Memset() in UTexture2DFactoryNew::FactoryCreateNew() appears to reverse the expected order of the second and third arguments. Most other calls to FMemory::Memset() appear to sen ...