The calls to JoinMulticastGroup and LeaveMulticastGroup on FSocket do not allow for the interface address to be passed in, only the the group address. The interface address is currently hard-coded ...
User reports that when we delete a component in the hierarchy and promote a child component in its place, we don't account for the socket name that the deleted component had used previously. ...
Calling DiscardPlayerInput() does not appear to actually discard the player input. The comment for the function indicates that input will be consumed and discarded without doing anything with it. Ho ...
Landscape will only return "DefaultPhysicalMaterial" when run in editor world. In game time it will return the proper physical material. Found in 4.19 CL# 4033788, 4.20 Preview 3 CL# 4135216 , 4.21 ...
Reimporting an asset with Morph Targets does not refresh the Morph Target Previewer. Any newly-imported Morph Targets appear to not have been imported. Closing and reopening the Skeletal Mesh Editor ...
There is a major performance drop after 4.18 when calling draw material to render target. This is an issue reported by many community members, and there seem to be additional reports with different ...
Make Timespan node returns unexpected conversion from milliseconds. With all other values 0 - values in the Milliseconds field over 2147 flip to negative and begin to decrement ...
InString with Curly brackets are copied to clipboard as DefaultValue="\"{Hello}\"", and the pasted result does not include the Curly brackets. "Brace drop itself is happening in FParse::Li ...
No user comments in crash group 172 const bool bOverrideSelection = 173 GIsEditor && 174 !View.Family->EngineShowFlags.Selection && 175 (MaterialRenderProxy- ...
The project hangs on load when using ConstructorHelpers::FClassFinder to find an AnimInstance UObject. ...