An instance editable Rep Notify variable will not update on Rep Notify if an instance of if is edited in a scene. A demonstration project can be found here: [Link Removed] Found in 4.22 CL#7053642 ...
calling SetCollisionResponseToChannel or something similar, FPhysXTask will ever increase . Finally, it causes serious frame rate drop. That count can be reset by calling RecreatePhysicsState. ...
From User: "Normally UE4 has an "Eject" button which is great for live-debugging your app, because you can see everything that's happening in your world, and see the World Outliner in realtime whil ...
The nativized spawner receives an invalid reference from the non nativized actor and fails silently meaning the variable doesn't get set. Additional info: This issue happens when using a pure and n ...
Using the Super functions for OnRegister, OnUnregister, Serialize when defining their functionality in a derived class of UPostProcessComponent causes a linker error. Tested in 4.21.2 (CL - 4753647 ...
The Set Skeletal Mesh function does not replicate or multicast to other Clients. In Setup A (Level Blueprint) only the Sever Character is changed on either the Client or Server. In Setup B (ThirdPer ...
When you have a non-inlined ufunction, UHT fails to parse the restrict keyword in its parameter list. Note: The following compiles (notice that the only change is the use of the FORCEINLINE keywo ...
When nativizing blueprints the packaged build of the project runs slower than a non-nativized version of the packaged project. Found in 4.22 CL#7053642 Reproduced in 4.21 CL#4753647, 4.24Main CL#7 ...
A user is experiencing a crash after upgrading their project from 4.21 to 4.22. This crash did not occur in the 4.21 version of the engine. [Link Removed] ...
The default scene root of an blueprint actor is not removed after adding a static mesh component via C++ until after restarting the project (or reloading the blueprint asset) Found in 4.22 CL#70536 ...