There is a scenario where delta struct serialized fast arrays can replicate changes that introduce additional elements to the array, but without changelists containing the new data. This needs furt ...
A Client connected to a Server that then destroys the session and rejoins will be disconnected after a short time. Unable to reproduce in a new project, however this has been reported multiple times ...
VT Lighmaps don't have the same results as the regular lightmap counterpart and don;t render shadows. https://udn.unrealengine.com/questions/578318/lightmaps-different-after-switching-to-virtual- ...
Paired types (e.g. TMap) in a delegate signature do not compile after nativizing a Blueprint class containing it due to the macro expansion and comma inside the template spec between key and value t ...
Adding animations with a negative play rate (playing backwards) or modifying existing animations in a montage to have a negative play rate causes the timeline in the montage to "squish" and is no lo ...
This is a common 4.18 crash that occurs before projects load. All cases experience the "RESET" error. Possibly just driver issues? Source Context 188 // Workaround for the fact that i ...
If a Procedural Mesh is created on BeginPlay (at runtime) instead of in the Construction Script, collision with non-player objects does not register correctly in packaged or launched games. This wor ...
Looks like CL-3215392 added changes in FArchive where the operator<< method for bool is a member operator in Editor (as opposed to a global operator in non-editor and old builds). This causes shado ...
Licensee also posted on Asnwerhub here, https://answers.unrealengine.com/questions/220787/bug-net-cull-distance-doesnt-work-when-the-player.html Also Reproduced in Main Promotable-CL-2535351 & Rele ...
Starting with 4.7 and when we changed the BSP blocks in Sample Content to Static Meshes, a significant minority of lower end PC users are getting soft crashes (freezes and rebooting required to cont ...