When introduced with two Steam NetDrivers/NetConnections to the same user, instead of closing out the communications on a per channel basis, the entire session is removed from the connection list. T ...
Using legacy-style #include paths in a game project is allowed by UBT by default, but it's currently not compatible with Blueprint nativization, as it does not account for this possibility. Current ...
Changes in an assets collision profile are picked up only when an instance is created, while changes to the assets collision shapes are propagated to instances. This represents an inconsistent handl ...
Any static mesh with collision complexity set to project default currently has the project default value stored in the asset registry instead of the "CTF_Default". By storing the converted value th ...
When an actor set to movable and ticking with TG_PostUpdateWork is walked over, the character's capsule component position is incorrect during movement. ...
Edits to TriggerBox 'Shape' parameters (in a ChildActor component) only update in Blueprint Viewport once, to view subsequent updates one must re-open Blueprint. Confirmed in 4.22 MAIN - 4631879 ...
Replicated structs with multiple properties can have the wrong previous value passed into their rep notify functions if all of the properties do not change in any given frame of replication to the c ...
When using a CameraPosition Node in a Material Shader, it does not behave correctly with Metal. Working as expected in 4.20 CL# 4369336 Found in 4.21 CL# 4613538 and 4.22 CL# 4666322 ...
Because of when GetEnumValueFromString (called by GetVoiceSampleRate) executes for certain modules at load time, the global enum master list is empty, which leads to the config value not being parsa ...
Seamless Travel creates Pawns for controllers that shouldn't have a pawn created for them. This only happens is Seamless Travel is enabled. Regression?: No This occurs in 4.20 ...