Changing the name of a function that is bound to a delegate, or attempting to bind a delegate to a second function, causes the new/changed function to not be called when the delegate is triggered. ...
The settings .ini files for games packaged for windows appear to be getting overwritten with blank files whenever the game is run. Even if settings are added to the .ini files manually, the files be ...
When BlueprintGetter / BlueprintSetter specifiers are used for a property, the increment/decrement nodes in blueprints will call the BluprintGetter function but not the BlueprintSetter function. Th ...
Scene Capture 2D components lose access to the Blendable assigned to them if they are not set to Capture Every Frame at all times. If it gets turned off, the blendable can never be reapplied at run ...
This is a race condition caused by how "Clean.bat", a batch file used during rebuilds, tries to manually rebuild the UnrealBuildTool project when it runs. This causes a spam of UnrealBuildTool build ...
When closing ShooterGame on an iOS device, the application crashes due to "exhausting the real time allowance of 5.00 seconds". This issue is NOT a regression for //UE4/Dev-Networking as it is also ...
Indirect lighting samples were not made correctly when building lighting with umap duplicated via the content browser and registering both source and destination as sublevels in one map. ...
SelectActorsUsingThisAsset doesn't select actors that are referenced by an array and using a Scene component as root User Description: I have a BP with editable actor references array. Recently I ...
Blueprints using renamed variable do not indicate that they need to be recompiled. (However errors are shown on play) It is possible to not see an error if you add a variable with the same name as ...
When Simulating, or Playing-In-Editor and ejected, modifying an actor in the editor world causes the SIE/PIE runtime actor to recreate its blueprint added components via AActor::RerunConstructionScr ...