Child Actor Components run their construction scripts upon parent's placement in level. However, these specifications are not maintained once PIE is initiated. ...
The implementation for TUnion is commented out (in Union.cpp) causing it to not function properly. DEFINE_LOG_CATEGORY(LogUnion); has to be added to the user's source file for the VS compille to wo ...
Widgets appear and function fine in regular PIE. This may be a result of recent changes to widgets in Dev-Editor. Will regress upon request. ...
User confusion over Visibility/Hidden in Game track. We're running into some issues where it's only switching Hidden in Game when you Play, which essentially does nothing with lights, among other p ...
Add a new Project Setting to attempt to launch project in VR by default (e.g. check this setting OR -vr in the UEngine::InitializeHMDDevices() function ...
REGRESSION: This regressed between 4.23 and 4.24 Assets set directly in a soft object reference pin on a blueprint function are not correctly referenced. ...
The class UFbxExportOption is not specified as a blueprint type, so it cannot be constructed in blueprints. This class is needed for exporting FBX files from a sequence, which means this functionali ...
There is an arrow with a menu that opens when clicked. That menu binds member functions to the widget. The widget is being deleted when the user clicks on the action in the menu, before the action i ...
\Engine\Source\Runtime\Engine\Private\DrawDebugHelpers.cpp DrawDebugSphere and DrawDebugAltCone both try to dereference variable 'LineBatcher' without checking for null, as the other DrawDebug func ...
Trying to pass a TAssetPtr to a BlueprintImplementableEvent function will result in a build failure. It appears that the TAssetPtr should be passed as a const reference, but this results in an error ...