A TMap containing a struct with a UObject reference property (set to nullptr by default) does not serialize properly for an instance where the UObject reference is set on the instance, but the TMap ...
This may not be an expected use of state machines, but it is becoming a showstopper for a couple of users. These user's are caching their locomotion state machine and then using a second state mach ...
Having a child blueprint that contains a custom event with the same name as a custom even that it is calling from its parent causes the editor to crash when attempting to compile the original parent ...
When enough variables are added to a structure to cause the list to be too long for the window, a scroll bar should appear and you should be able to scroll through them. This does not occur. Regres ...
This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Note: This appears to be a Commandlet crash. Erro ...
Game.ini:[/Script/Engine/AssetManagerSettings]:PrimaryAssetTypes is an ini setting to specify which PrimaryAssets should be used by the engine during cook to specify which packages gets cooked and w ...
In the Animation Montage Editor, NotifyEnd is unexpectedly called when a time marker is in the middle of an AnimNotifyState and the animation preview gets paused. Because the Animation Montage Edito ...
FVariant is a struct that implements a union of data types, including FVector. When assigning an FVariant an FVector value in engine versions UE 4.27 or earlier, the FVariant will deserialize incorr ...
Child blueprints of a blueprint of a native actor class with sparse data can have an incorrectly null SparseClassDataStruct value, and thus fail to initialzie their SparseClassData. This affects edi ...
Only files in UFS or NonUFS manifest that are local are returning a non-minvalue timestamp. While this is expected it is causing issues with logging file handling. See: https://udn.unrealengine.co ...