A user has reported that Unreal Header Tool fails to parse a rep notify function properly when the optional parameter for the Old value is populated with a TWeakObjectPointer. Example of errors:Sev ...
When cooking the DDC key for a material layers parameter set may become invalid which causes issues reading/writing to the global material shader map and can lead to a crash. See original UDN post f ...
The editor is very desaturated and bright when Frame Buffer Pixel Format is set to Float RGBA This does not occur when set to 8bit RGBA or 10bit RGB, 2bit Alpha ...
When attempting to create a destructible mesh from the Engine content folder, using the EditorSphere, or EditorCube Mesh will cause the editor to crash. However, other meshes from this folder such ...
There's a bug in UAssetManager::LoadAssetList where the passed in DelegateToCall is not being called in the bShouldUseSynchronousLoad case. This can cause gameplay logic to fail when that bool is tr ...
A class that inherits from GameplayTask which also has a BeginSpawningActor function will not have its Activate function fired properly. Removing this function causes it to fire properly. Regressio ...
If a nativized Blueprint event graph includes a call to a native, BlueprintCallable function that's also marked BlueprintAuthorityOnly, if the Blueprint is nativized, the function will incorrectly b ...
Android Studio does not properly parse the UE4DataFormatters_2ByteChars.py distributed in 4.20. ...
Replicated components do not have a "replicated" icon on their reference node, similar to how replicated variables do. ...
It seems that with 4.20 users are able to change a dispatcher's type from Multicast Delegate to something else (float, int, etc.) Doing so will cause any node that references the dispatcher via call ...