When the DLC is being built for a project and stored in a plugin, the result is normaly until the DLC is packaged multiple times. This leads to the file path becoming more and more nested each time. ...
There is code in the FIntVector class (IntVector.h) that seems to be copied from the FIntRect class which is a problem since FIntRect is two dimensonal while FIntVector is three dimensional. The one ...
The TUnion copy constructor causes the editor to toss an assert due to it claiming that the passed in TUnion is of an Unrecognized TUnion subtype. ...
When you upgrade your project to a new version of the engine, your Collections are deleted from the Collection setting. ...
If the user is using the split screen feature and adds a widget to the screen of each player, this can cause what looks like a failure to completely update everything on screen causing a weird artif ...
HasAnyUserFocusedDescendants returns true even when all children have been removed. ...
For Destructibles, Hide Bone by Name doesn't disable collision with PBO Disable and PBO Terminate. This is similar to [Link Removed], but has enough differences to justify a new Jira (Destructibles ...
Crash rendering image sequence if the Sub-Level containing the matinee is not loaded. This seems to go away if the level is either set to "Always Loaded". Seems to be a result of people not switch ...
Setting the base class dropdown of an Object Library to Actor prevents you from being able to add any actors to the library. This occurs even when the Has Blueprint Classes bool is checked. Found ...
Currently, I have been unable to reproduce this issue outside of the user's project that is provided in the repro steps. Packaging a game that has the experimental feature Nativize Blueprint Assets ...