When changing the variable type or return type of a function in code and hot reload in the editor, blueprints that use the variable/function do not have their pins updated until the editor is closed ...
When using an InstancedStaticMeshComponent with PerInstanceCustomData, the number of float elements in the "Custom Data" array should always be equal to NumCustomDataFloats multiplied by the number ...
Attempting to create a local binary build of the Engine for the iOS platform using BuildGraph is currently failing. While trying to build UHT for Mac using a remote build, the build fails because it ...
Address Sanitizer (asan) is currently not working on iOS. This could be a helpful feature to get working again. ...
When removing already assigned cloth asset from a skeletal mesh it will crash the editor. I was able to reproduce this with the Owen asset from Content Examples, but was unable to get it to work fro ...
Licensee also posted on Asnwerhub here, https://answers.unrealengine.com/questions/220787/bug-net-cull-distance-doesnt-work-when-the-player.html Also Reproduced in Main Promotable-CL-2535351 & Rele ...
Editor crash when PIEing without ML SDK installed on machine. This did not occur at the same CL on a P4 build. This did not occur on a machine with the ML SDK installed. Does not occur in //UE4/Re ...
When a collision enabled RBAN node attempts to collect surrounding meshes, if there is a mesh with UseComplexAsSimple, it will hit the Ensure when cloning a mesh on the task graph thread. Disabling ...
BRANCH: MAIN CHANGELIST: 2322258 PLATFORM: Windows DESCRIPTION: When importing a mesh into the editor if there are multiple LOD setup meshes in a single FBX they will not import as a single asset w ...
Bug report from AnswerHub. Need to figure out why C++ functions tagged NetMulticast and BlueprintCallable send the wrong paramters to some clients. ...