The bug is data layer runtime states can get out of sync between a client and a host depending on the initial runtime state of a data layer and the size of the replicated data layer names array. Se ...
In the UHT boilerplate that's generated for the FGUseableInterface type, there is a pure virtual declaration that's emitted for the BlueprintNativeEvent's required _Implementation() method: #define ...
Using a Blutility to modify an Actor in a Streaming Level doesn't make it dirty and prompt it to be saved. This was reproduced and tested in 4.19.2 (CL-4033788), 4.20.3 (CL-4369336), 4.21 (CL-44358 ...
A similar node, Select Vector From Array, does not have this problem. The difference between the two seems to be whether or not Required is checked in the input node's exposure options. ...
I noticed this after packaging multiple samples projects on Windows for Linux and running them on my Linux machine. The project exited cleanly, but there was a crash and callstack generated in the ...
If a UFUNCTION takes a pointer to a component as a parameter, the project cannot be built if the component's class is marked as deprecated. The error message that is provided states that the propert ...
We recently hit a situation where some actors would suddenly teleport across the map when they were modified in the editor. We figured out that the AttachParent of some actors got reset on editor l ...
If the user creates a widget with an animation that fades the widget out. This effect will not carry over into a 3D widget. The 3D widget goes directly from 1 to 0 or visa versa. ...
Attempting to add the same widget to the viewport twice will result in an assertion and crash. ...