This happens when the 32-bit LatentUUID signed integer that we generate for the delay node starts with "-1" when converted to an FString (e.g. "-1824950080"). During compilation, we pack latent fun ...
A crash can occur within GetWorldTimerManager() if the function is called when no valid World is present. It is not necessarily intuitive to have to make sure that GetWorld() will not return a nullp ...
The textScale parameter in AddOnScreenDebugMessage does not change the scale of the debug message. ...
Calling DiscardPlayerInput() does not appear to actually discard the player input. The comment for the function indicates that input will be consumed and discarded without doing anything with it. Ho ...
Invalidation box appears to be inconstant when using a child widget that has been added via the user created section. A child widget that modifies itself will not update when placed inside of an inv ...
User reports that when we delete a component in the hierarchy and promote a child component in its place, we don't account for the socket name that the deleted component had used previously. ...
Performing a hot reload after modifying game code (plugin code is unmodified) does not also reload plugin modules. In the attached project, there are some log messages output when the plugin module ...
Niagara will not work with Volumetric Materials. Found in 4.20 Preview 5 CL# 4173640 and 4.21 CL# 4207835 ...
With Instanced Stereo enabled, CPU Niagara particles are not visible, GPU Niagara particles render in left eye only. ...
When repeatedly loading and unloading sublevels with a NavBoundsVolume, it will cause a crash when using a NavModifierVolume. When the NavMesh is unloaded, it seems that the number of the DirtyLayer ...