Editor session crashes applying Built Lighting in a level containing Static Foliage. Note: this crash does not occur if the Instanced Foliage Mesh has mobility set to "Movable" within the Foliage D ...
I make a custom struct and assign default values to it's member floats, etc. When I use that in a Blueprint, the defaults work as expected. However, when I reference it as a local variable in a BP f ...
The engine crashes when building lighting if World Settings >> Precomputed Visibility >> Visibility Aggressiveness is set to "VIS Max." A Fatal Error message sometimes appears (screen shot attached) ...
Multi-line text functionality is removed from a print string variable when the variable is turned into an array within a struct. Regression (no), Multi-line text functionality for strings in struct ...
If a NetMulticast function is calledl, it will force non-relevant Actors to become relevant for a few seconds before going back to non-relevant. ...
Attempting to call a FRootMotionMovementParams function results in an unresolved externals error on compile because of the static FVector RootMotionScale variable. Workaround: In source, removing s ...
Gameplay Ability BP is being set to dirty when function is removed from an unrelated actor Blueprint. Reported by Licensee in 4.8.3 QA Build, Reproduced using Fortnite - CL - 2661312 ...
User reports hitting an assertion due to invalid FTickTaskManager state when game is attempting to unregister a tick function that was previously disabled dynamically. Failed assertion is in FTickT ...
FText variables are saved with a Package Namespace stored inside them, that keeps track of the package they were created for. This allows the translation key to stay consistent over time. Blueprint- ...
Instance overlap functions for Foliage Instanced Static Meshes detects instances incorrectly. I was able to see this occur with both the Sphere and Box functions. In addition, I drew out debug sphe ...