As described in the UDN question, some settings aren't forwarded correctly to the game instance in PIE during a functional test. Proposed patch attached. ...
A SkeletalMeshComponent set to query only physics still interacts with collision. This is a regression from 4.21 Seems to be a side effect from a change to GetCollisionEnabled_CheckOwner ...
Moving from "float" to "FGameplayAttribute" is causing a test to fail. ...
Certain Map container calls (e.g. Find, Add) will fail to compile at packaging time if a Blueprint class containing a Map variable with a user-defined enumeration as the key type is nativized. This ...
issuesFBSPOps::csgAddOperation returns null if BuilderBrush has no valid polys.The creating level on content browser never calls "UEditorEngine::InitBuilderBrush(NewWorld);". But "New level" button o ...
When running a standalone build, focus navigation doesn't work on widgets within a world-space widget component. This may be fallout from [Link Removed], which parented the widget component's virtua ...
Renaming a folder using square brackets seems to work but renders meshes inside unusable in certain instances. ...
Each time the build is run, different assets are missing in the reflections. Found in 4.22 CL# 6574378 and 4.23 CL# 6925347 ...
Instead of reflecting an average color of the surrounding, reflections become black with increased roughness values. Found in 4.22 CL# 6574378 and 4.23 CL# 6925347 ...
This behavior seems to occur only for spawnable. The licensee wants the renaming behavior to be consistent. ...