When overriding a BlueprintNativeFunction in a child class, if the inheritance is multiple levels deep, the override does not work correctly. As shown in the reproduction steps, this the example to ...
-map is consumed by both cook and run for different things, which is confusing and means the help information is misleading ...
When creating and modifying a material, the base Texture Sampler count and instructions are returning incorrect values. In 4.14.3 whenever you create a new material the Texture Sampler count is 0/1 ...
It's unclear what/who is waiting and what is supposed to happen when the timeout triggers. Also, this is only implemented on Android. ...
It seems that in CoreNet.h, there are two constructors declared. However, only the first constructor is defined in CoreNet.cpp. If you look in CoreNet.h, you'll notice that FNetBitReader( int64 In ...
In 4.8.2 QA Build - Making the changes to BasePassPixelShader.usf listed below, adding two texture samples and then using the Preview Arrow toggle on the add node will hard crash the CPU, requiring ...
Making a blueprint variable a container (a Set or a Map with the Variable's "Pin Type" set to a custom Enum) and restarting the editor causes the editor to crash when opening the blueprint. Note: O ...
When a spline component is created in a class/blueprint (child) that is used as a component for another class/blueprint (parent), the spline component cannot be edited from the parent class instance ...
Adding DoNotCreateDefaultSubobject to a class after placing an instance of that class in the viewport will fail to be recognized when duplicating the placed instance. This is not a hot reload issue ...
StartUsingCustomLink() never gets called in the CrowdManager when an AI with a UCrowdFollowingComponent begins to traverse a NavLinkProxy that has been placed in the world. The link UserID always r ...