Looks like maybe we aren't replacing the source delegate function (SignatureFunction) reference on the UDelegateProperty after recompiling the class - the function's owner name has the TRASHCLASS pr ...
This problem is caused by the AccessLogWriter has not been flushed at the termination. The following workaround flushes the Writer.class FFileSystemDerivedDataBackend : public FDerivedDataBackendInt ...
When an array of a struct, defined in code, is used in a blueprint, preforming a hot reload after making changes to the class with the struct will cause the blueprint nodes relating to the struct be ...
Destructible Mesh component doesn't show in bp viewport until the bp is reopened User Description: Mesh dont appears in viewport after add DestructibleComponent and set "Destructible Mesh". After ...
On file [Engine\Source\Runtime\AIModule\Private\EnvironmentQuery\EnvQueryManager.cpp:812], function UEnvQueryManager::CreateQueryInstance() uses StaticDuplicateObject() to create a new UEnvQuery* (d ...
Calling PlayDynamicForceFeedback in code does not affect controller rumble. ...
Custom Time Dilation causes PhAT bodies to hover This is not only happening with vehicles like the original bug described. This is also happening with PhAT skeletal meshes that are moving. https:/ ...
Converting a C++ enum to a string should be a consistent result, however when running in the editor it returns the display-name value instead of the index value. This prevents C++ UENUMs from being ...
Bindless textures do not appear to stream mip levels. This issue is separate from an already reported bindless virtual texture streaming issue. When the editor is freshly launched or when mip level ...
Reference to a blueprint based on a custom class will break if changes are made to the parent class and a hot reload is performed. Error Displayed added to Callstack section. Workaround: Compiling ...