Using UFUNCTION(Server, Reliable, WithValidation) with an RPC function results in a failed build in Visual Studio. The same test in Main yields a different set of error messages. ...
This is an editor-only crash that's due to stack overflow/infinite recursion in UInheritableComponentHandler::FixComponentTemplateName(). We are recursively trying to rename other inherited componen ...
When playing Standalone or as Listen Server, whenever a GameplayEffect with a duration is applied that fires gameplay cues, the server will locally execute OnActive twice on GameplayCueNotify_Actors ...
Sub-components with the same name are not displayed on the correct parents in the Blueprints editor. Upon creation of an Actor blueprint initially derived from a c++ base class (VRCharacter) which ...
After creating a custom struct in C++ and adding a variable of that struct type to a Blueprint, hot reloading a code change that involves altering a function that takes the struct as a parameter res ...
When an undone operation is done for a UObject property that has a UEdGraph*, the modified UEdGraph nodes are lost. This UObject needs to be created/spawned in an Editor Environment by another Obje ...
Plugging an Add node which adds a constant value into a Nanite Pass switch node results in derivative ops to be detected where there should be none (which show up as red in the No Derivative Ops deb ...
When creating and declaring a Spline Component in code, placing an instance of a blueprint derived from that class in the level causes a failed import message to appear upon restarting the level. ...
A user reported an issue where, if a client hitches during world transition, the client will continue referring to the transition world instead of the newly created one. This will result in the clie ...
If you manually type in the value for Capsule Half Height, it will sometimes revert back to it's previous value upon hitting Enter. The CapsuleComponent's shape in the Blueprint's Viewport adjust to ...