In 4.16, character mesh on clients seem to be in the different location than the server. So far this happens when the player start is above the ground. This does not happen when network Smoothing ...
Synced the code on Windows and transfered to Mac, the file PVRTexToolCLI lost its executable permission bits... UE4 couldn't run the tool, but carried on processing anyway, processing invalid textur ...
Attempting to edit array of instanced subobjects causes the editor to crash. ...
When a level's blueprint contains a multicast function with a parameter, Server Traveling to that level, triggering the multicast, Server Traveling to another level and then back to the level that h ...
When using a web browser widget to pull up a web page that has a drag and drop functionality, the drag and drop functionality does not work when done through the web browser widget. ...
Child Actor Components are not being destroyed on clients when Destroy Actor is called on the Actor containing the Child Actor Component. ...
When using a variable that has been setup to be a container of the type "Set" or "Map" and error will be thrown when connecting an exposed input pin to a custom event. ...
Blueprint compile failure when returning a Timer Handle from a function call when the Timer Handle node is not connected. Compile failure message: "ICE: The type of property %s doesn't match a term ...
In a project upgraded from 4.16 to 4.17, the level sequence doesn't play on first PIE and returns Accessed None errors. Next time you PIE, it plays fine. This now happens every time you re-open th ...
UNetDriver::DestroyedStartupOrDormantActors maintains a list of deleted startup (and dormant) actors. This is used to notify clients that have joined the server of Actors that need to be destroyed ...