On iOS, using the code in the UDP socketbuilders causes the sessions tool to not join with iOS devices. Giving the error EADDRNOTAVAIL. If the user falls back to the other code function that uses th ...
A licensee reported trouble with a crash on exit on Mac. They discovered that the file AvfMediaPlayer.cpp, on the function Open there is this piece of code:// Force the AV player to not be able to ...
In 4.27 the logic in SteamSocket.cpp which is part of the SteamSockets plugin was changed to use Poll Groups instead of a removed API function that checked all children of a listen socket. However, ...
The problem seems to be that FLevelSequenceBindingReference::Resolve () fails due to LoadPackageAsync() called in the FStreamableManager::StreamInternal() function. The licensee reports that the pro ...
If a Character has active root motion while walking (animation root motion OR a Root Motion Source), and this root motion causes vertical motion that "lifts off", it's possible for the Character to ...
The melee gameplay ability GA_Melee uses a NetMulticast RPC which isn't allowed and causes a blueprint validation error: GA_Melee.uasset: Gameplay Abilities are not replicated to Simulated Proxies ...
When using PerInstanceRandom in a material that is applied to a Hierarchical or normal Instanced Static Mesh component, there are issues of the value resetting when certain transform operations are ...
If a user-defined struct-type variable is declared in one Blueprint, and that variable is then indirectly accessed in a second Blueprint through a reference to the first Blueprint, modifying the str ...
There is an material compile error when using a TexCoord node shared between two Texture samples. The user provided a number of ways to work around the issue, but this issue becomes more problemati ...
The implementation of UKismetArrayLibrary::GenericArray_Shuffle() will generate certain array shuffle results more often (up to three times as much) than others, rather than having a roughly equal c ...