A local binary build that is installed on a computer different from the one where it was originally created, with a different root directory location, attempting to go to the definition of a Bluepri ...
An Engine plugin with the Program module type and EnabledByDefault set to true can cause the Engine to fail to build successfully due to UHT failing. I was only able to reproduce this behavior using ...
Blueprints that contain an instanced private object that is nested under an instanced subobject and the defaults of that blueprint are set up using EditInLineNew, any instances of the blueprint will ...
The function that is Auto-Generated when creating RepNotify Variables is not overrideable in child blueprints. (Potentially involved with the inability to add inputs/outputs to OnRep_ functions) ...
There appears to be a loss in precision when moving instanced static mesh components. Quote from licensee: "...the ISM/HISM Components: In various cases UInstancedStaticMeshComponent::UpdateInsta ...
UHT will fail during build in Visual Studio if a function tries to return a UEnum pointer. Adding a valid keyword before the return type will compile successfully. ...
Trying to build a project after including a header file from a framework located in `Library/Frameworks` fails because the file cannot be found. It looks like `Library/Frameworks` is not searched ev ...
Aperture Value in Lens category has no effect ...
When trying to possess an already existing, uncontrolled character with an AI controller on server (from actor component) while in multiplayer mode, the editor keeps freezing until destroyed with t ...
User reports an unreasonably long editor freeze when a significantly large number of components need to be processed in the SCS editor tree view (tens of thousands) when selecting an instance of a B ...