This seems to be caused by the following:The struct, which has an actor reference property as well as some other properties, implements its own NetSerialize function.When the actor reference propert ...
There is code in the FIntVector class (IntVector.h) that seems to be copied from the FIntRect class which is a problem since FIntRect is two dimensonal while FIntVector is three dimensional. The one ...
This is a trending crash coming out of the 4.18 release. User DescriptionsI tried to call an Event Dispatcher (which is assigned in the Level Blueprint) in the Construction Script of the Blueprint ...
When using the StringToBytes() function it returns one less byte due to the -1 at the end of the return. The function takes a string and converts it to bytes but it always returns one less byte than ...
For UMG delegates, we currently have a fixup pass that ensures that bound functions match the signature of the native delegate. However, the fixup appears to use the wrong function name, which cause ...
Duplicating blueprints that have 'cast to' nodes included in them display errors such as: "Could not find a function named 'AdjustShield' in 'worker_c'. Make sure 'worker_c' has been compiled for." ...
Under certain conditions, the material compiler appears to detect errors where there are none. I debugged the particular case of the RGBtoHSV material function with JonathanL, and we believe that th ...
The post process within the project is causing the light to show up extremely bright on Note 5. This project has been tested on a Nexus 5, Samsung Galaxy S6, and Nexus 5X. Could not repro on: 6713 ...
Using "GetCurrentFrame" crashes app. "The crash is due to the default constructor of FAppleARKitFrame being called by the above mentioned blueprint function. That constructor fails to initialize fi ...
Blueprint nodes that exist as a result of the UPROPERTY() macro don't get disabled once the "BlueprintReadWrite" or "BlueprintReadOnly" is removed as a parameter in the UPROPERTY() macro. The nodes ...