Adding more than 8 connections to or from a state in the state machine results in unpredictable behavior, like causing an animation to fail. (See image.) Was able to reproduce with user's test file ...
When using a state tree that has a StateTreePropertyRef as a parameter in parallel any references will fail to resolve using the GetPropertyRef node. ...
When a Blueprint contains multiple layers of nested subobjects, any subobjects below the top-most layer do not have changes to their properties propagate to child Blueprints. See attached project (c ...
When adding a sub level with world partition streaming to a main level where the streaming is also enabled, setting* Level Behavior* of the sub level to Standalone, and saving the result, in the fir ...
When changing the variable type or return type of a function in code and hot reload in the editor, blueprints that use the variable/function do not have their pins updated until the editor is closed ...
A user is reporting that using the following code in a GameMode class causes shipping iOS packages to crash on launch:void ANOGSSDKGameModeBase::StartPlay() { std::thread([](){ std::clog << "THRE ...
Other than the presence of the error and the performance cost of looking for a package on disk that does not exist, there are no behavioral problems. When running with legacy (non-iostore) pakfiles ...
Replacing GENERATED_UINTERFACE_BODY() with GENERATED_BODY() in 4.7.0 or above results in an Unreal Header Tool crash and build failure in Visual Studio. This was working in 4.6.1, but when tested i ...
Running into an intermittent crash in MetalRHI when locking to a camera cut in a level sequence. Very similar to [Link Removed] which is an NVIDIA GPU. ...