Performing a hot reload on a project that contains an FStringAssetReference inside a struct results in a crash. This was reported to work fine in 4.6.1, but I was unable to verify that is the case. ...
The licensee has reported, and I was able to reproduce, that specifically in package builds targeting Development configuration, trying to toggle the SmartLinkEnabled state of a NavLinkProxy will cr ...
Cannot assign default values for UserWidget variable. This limits their usability in blueprint classes, and really prevents them from being useful in UserStructs, particularly if that user struct is ...
This code passes the build when compiled using the windows editor (Visual Studio), but fails when compiled using the mac editor (XCode). Adding ENGINE_API to struct FStreamingLevelsToConsider and ex ...
If a ForEachLoop node is used to cycle through an Array of Structures, using the Array Element output of the Loop node to set the members of the structure does not save the changed values. Workarou ...
The licensee has shared the following workaround for modifying NiagaraMeshVertexFactory.ush. struct FVertexFactoryInterpolantsVSToPS { TANGENTTOWORLD_INTERPOLATOR_BLOCK #if USE_PARTICLE_SUBU ...
Currently USTRUCTS do not support saving expansions properly. While we won't implement a separate pathway for USTRUCTS to save their expansions, a general solution to save expansions for class or st ...
This is more of a feature request than a bug. From a UDN customer. The output from the simulation to the game thread does not include the force that has been applied at each wheel. It would be pref ...
The Multi-line Text metadata specifier is not able to be set in a Blueprint. This means that text variables that are created directly inside of a blueprint cannot have this specifier set and cannot ...
Crash when editing a FRuntimeFloatCurve curve exposed through EventTrack or a self-made Struct from the sequencer key edit window. FRuntimeFloatCurve does not support Expose to Cinematic, so this m ...