When loading soft object paths directly, it applies any important CoreRedirects by calling the function FixupCoreRedirects if the initial load attempt fails. In the repro steps, this will apply this ...
If a user setups up a custom transition graph that caches one of the input poses by setting the Evaluator Mode property to Freeze then the node fails to deal with the situation where the LOD or mesh ...
A UDN user found that calling AbilitySystemComponent->RemoveReplicatedLooseGameplayTag(TagToRemove); while the gameplay tag was not in the TagMap, will create an entry for it with count 0, see ...
When a running search in all blueprints is closed, it may prevent an AsyncTask used to return the look up FText's from StringTables from running on the game thread, leading to a deadlock. When the ...
TArrayView64 RangeCheck prints the incorrect error messages for values over 32 bit. Repro Rate: 4/4 Tested this in //UE4/Release-4.27 @ CL#18319896 and the issue did occur there, it is not a regre ...
This is not a regression. Tested in //UE5/Release-5.2 CL 26001984 The editor crashes when playing in editor on a level that has a break point placed on a ticking draw debug string node that is prec ...
The root component of a Blueprint is determined by the order in which the components are defined in the constructor of a class (the component defined first becomes the root component). Trying to set ...
A licensee reported a crash happening when the engine shuts down. We determined it only occurred when invalidation panels are used, likely caused by a call to ClearChildren on a canvas panel in an i ...
Functions called in the destructor are not being called properly. Setting a call to AddOnScreenDebugMessage is displayed at the start of PIE rather than when the actor's destroy is called. ...
Any change to the setting for the variable bStartWithTickEnabled in a skeletal mesh component is not registered. The component will tick even when the variable is set to false. Setting bStartWithT ...