Uncovered while testing [Link Removed] ...
APlayerController::ClientStartOnlineSession() checks PlayerState at the start of a game after loading a level. Due to time needed to load in, client player state may may return NULL ...
When the character class is set to always relevant, if a client travels very far away from another character, such that the character is relevant but the component they're standing on is not (but al ...
Parent component visibility in a child blueprint isn't reflected in a launched/packaged project. ...
This occurs in //UE4/Main @ CL 4670176 Not a Regression. This is similar to https://jira.it.epicgames.net/browse/UE-59149 but when adding more player characters it seems to change the planar reflec ...
Using a delay node in an event graph of actor using tick when paused will not work. It pauses the delay node. ...
Issue occurs because there is a legacy code path that forces all interface parameters to be declared as 'const' in function declarations, even if CPF_ConstParm is not set in exported C++ code. This ...
UDN Issue: [Link Removed] ...
Physics Constraints do not have the same values if they are part of an 'Always Loaded' level. They will work correctly in the Persistent level and a level that is Streamed in. This becomes problem ...
Collision of child actor doesn't rotate if the parent is simulating physics. This was an old bug that an AnswerHub user reported back in 4.9 but now a licensee is reporting this same behavior in 4.1 ...