UK2Node_CallFunction::GeneratePinTooltipFromFunction relies a lot on loops that increment the index used to check the individual characters in the comments. The problem is that there are a few miss ...
Because DemoNetDriver doesn't override PostTickFlush, it will call the base UNetDriver's PostTickFlush. When both the game NetDriver and DemoNetDriver are ticked, this results in the online interfac ...
In StringTrace.cpp, the TraceString(const TCHAR* InString) function has an erroneous return statement before UE_TRACE_LOG_DEFINITION within the branch checking if the string is already in the set. ...
Rebuilding lighting with commandlet will move hidden sublevels Confirmed in 4.23 MAIN @ CL 5194133 ...
The Material should be contracting and expanding if it is working correctly, but after version 4.16 it is not. Instead it is solid in appearance in the material editor viewport. Below I have linked ...
It is probably link to the fact the function try to access so GUI object that are not accessible in CMD EditorLevelLibrary.spawn_actor_from_object should work in commandlet ...
Sequence onStop does not appear to fire off in a packaged project. The functionality appears to be present in the editor, however this does not appear to be the case after packaging. ...
Adding a Material Layer to a Material Instance that has a Material Function Call node connected to the Set Material Attributes node causes the editor to crash. I tested a Material Layer without the ...
A user pointed out a potential to have an index out of range error in the source code. There are also a few magic numbers scattered around in this function. ...
UEngineSubsystem::Deinitialize() is not called when closing the editor In addition, (tested only with released 4.24.1) when recompiling a module using the "Modules" window in the editor the d ...