Objects in a scene are randomly culled when building a level with Precomputed Visibility enabled, and opening another level that has already pre-built precomputed visibility. A couple of things wor ...
When you have a struct variable that is part of a TMap which is stored in an inherited component, the struct is not editable in the full blueprint editor. It is editable in the data only blueprint e ...
Value in an Enum in a Struct in another Struct assigned to a Map in a Component with the Component used on a Child Pawn Class can be reset upon editor relaunch. User submitted bug. (Unsure what int ...
I have observed this behavior in 4.18.3, 4.19.2, and Main (CL 4048405) Per User: I made a landscape, painted some foliage and saved the scene. After I saved the same scene under different name the ...
User comments in crash group:I tried making an AI run into my sidescroller characterstarting level with ai 2188 void RemoveAllSwap(const PREDICATE_CLASS& Predicate, bool bAllowShrinking = tru ...
A licensee has reported a crash that is caused by a Buffer Overread in TBitArray's operator < function. While the licensee did not provide reproduction steps, the crash is apparent from looking at t ...
FindInBlueprints->CacheAllBlueprints(FSimpleDelegate::CreateSP(this, &SReplaceNodeReferences::OnSubmitSearchQuery, true), EFiBVersion::FIB_VER_VARIABLE_REFERENCE); This leads to crash. Users can b ...
Maps brought in via Load Level Instance that contain Nav Link Proxys configured to use the Smart Link instead of the Simple Link end up creating a link at the center of the world instead of their ac ...
This bug doesn't occur in 4.21. The issue is at line 157 in ProceduralMeshComponentDetails.cpp . When the procedural mesh has a material the crash doesn't occur. File location: Runtime/ProceduralMe ...
If you specify a Level Sequence of "TakeRecorder_Skeletal" in step 3, there will be only one animation created. The licensee wants this to be the same behavior. ...