https://udn.unrealengine.com/questions/236428/bug-blueprints-executing-zombie-code.html Blueprint MyCharacter is based on native class CodeFirstPersonCharacter. CodeFirstPersonCharacter has compone ...
Issue occurs because there is a legacy code path that forces all interface parameters to be declared as 'const' in function declarations, even if CPF_ConstParm is not set in exported C++ code. This ...
UDN Issue: [Link Removed] ...
When a code class deriving from WheeledVehicleMovementComponent is created in a Vehicle Advanced template project, the user is required to include a constructor for the FWheelSetup struct in Wheeled ...
The comment for the AddLocalTransform node states "Change in transform of the component in its local reference frame. Scale is unchanged." However, when the node is used, the existing scale of the o ...
Instanced EditInlineNew objects are kind of broken right now and hard to make full use of. In addition to the notes above, there are some cases where you can't even assign new values into the base c ...
Blueprint Node "Get Actors" for Layers in Level Blueprint causes crash in Packaged .exe The Blueprint node "Get Actors" for Layers in the Level Blueprint causes an instant crash in a built developm ...
Using a TArray to store multiple components being setup inside a for loop of a constructor will crash on project open. Crash Reporter: [Link Removed] ...
No user comments in crash group 2143 // We should always be the one creating an instance in this case. 2144 check(bCreateInstance); 2145 2146 // Dummy object tha ...
User reports hitting an assertion due to invalid FTickTaskManager state when game is attempting to unregister a tick function that was previously disabled dynamically. Failed assertion is in FTickT ...