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 Event Driven Loader checkbox is unchecked (false) by default, however attempting to click it does not set it to checked (true). Attempting to set s.EventDrivenLoaderEnabled=True in the DefaultE ...
At line 610 in Linker.cpp, the following declaration is made:UPackage* FilenamePkg = (ExistingPackage ? ExistingPackage : CreatePackage(nullptr, *PackageNameToCreate)); if (FilenamePkg != Exis ...
On line 300 of PropertyStruct.cpp, there is the following if check:if ((Struct->StructFlags & STRUCT_SerializeFromMismatchedTag) && (Tag.Type != NAME_StructProperty || (Tag.StructName != Struct->Get ...
A user has reported that he gets a crash on his machine upon restarting after enabling the 'Generate Mesh Distance Fields' option within the Project Settings > Rendering options The callstack for t ...
We currently have a Log console command that processes console commands starting with "Log". This causes it to erroneously capture any attempt to change the cvars Log.Timestamp or Log.Category. ...
When a GameMode class defines the default pawn class as a character blueprint, and the character blueprint contains a cast node to a blueprint based on the GameMode class, the project will freeze be ...
Corrupted data was previously handled gracefully without crashing, but in 4x14 the same data crashes the editor. ...
Having an extra semicolon on the line before declaring a UPROPERTY will cause UHT to miss parsing the following UPROPERTY. This is expected, but an error is usually given when this is the case. This ...
Gil's new loading path may already walk away from this issue. But here's some thing I tested locally if we want to fix this. A simple way to fix is to simply add BulkDataAsync.Deallocate(); ResetA ...