If an actor component contains a TArray of instanced objects, some of those object instances can get incorrectly invalidated and marked for garbage collection in certain situations, possibly resulti ...
When changing the static meshes of a Foliage instance by swapping the mesh or changing the scale (build settings) of the mesh, the bounds for the mesh do not appear to update to use the new bounds. ...
The Soft Object Path loading code has special case logic for loading from Play In Editor, which tries to remap paths from the editor version of a map to instead point to an actor in a specific clien ...
Navmesh generation appears to have issues handling terrain and planes that are at 45 degree or steeper angles even if the agent max slope is set to allow for such movement. While the issue occurs at ...
iOS icons have stopped working for Windows BP projects again; this does not occur on Mac. It also does not occur when using a source build from p4 (only on a binary build from the launcher). Note t ...
Changing class code causes class instance placed in the viewport to produce the warning message shown below upon hot reload. Also reported that callstack occurs but does not crash the editor. The ...
NOTE: Does not occur in 4.16, entered this to find a fix for licensee to integrate. Error message: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 633] Array index out o ...
Internal Compile error received from rearranging Format Text nodes Output Log of Error: LogBlueprint:Error: [compiler] Error Internal compiler error inside CreateExecutionSchedule (site 2); please ...
This is an issue related to the behavior of the FlushPressedKeys function when called manually while a button is held. Once the function is called in C++, a Pressed event gets triggered even though ...
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 ...