Using iterative cooking should only cause new or changed content to be cooked but in the Unreal Frontend, content is cooked every time, despite nothing being added or edited. Logs from two subseque ...
Actor components that are spawned dynamically through Blueprint are not being properly replicated to the client. Found in 4.20 CL# 4233996 and reproduced in 4.21 Main CL# 4258917 Unable to test i ...
Attempting to use Find Session / Join Session to join a LAN session on iOS results in inconsistent results, requiring the client to press the join button multiple times to join properly. Currently ...
A Component Array doesn't update properly when using Structure Variables. Any array elements added after the setup don't get printed when the event is called. If you set the "Editable when Inherited ...
Tested in //UE4/Release-4.27 CL 18319896 using Level Streaming the camera was ignored by the ISM_Cube. Collision settings of an Instanced Static Mesh setup in the Construction Script are not preser ...
When Cast Shadow and Self Shadow Only in the Lighting Section of the Details of a mesh, the light will randomly hit the mesh even though it is in a shaded area. Light appears to flicker and will com ...
Tested in Oculus. Found in 4.18.2 CL 3794801, 4.17.2 CL 3658906. Not able to reproduce in 4.19 Main due to a crash upon launching VR Mode. Users are able to select any of the first four sculpt ...
If you rename a blueprint interface function or event that is used somewhere in a blueprint, it will break the usage of that function/event. If it was a function, it will actually delete all the BP ...
When adding a struct to a keyframe, Object Reference variables are not saved and Soft Reference variables are saved sometimes. Opening a keyframe's properties when the selected struct has an object ...
A licensee has reported a crash that is caused by a Buffer Overread in TBitArray's operator < function. While the licensee did not provide reproduction steps, the crash is apparent from looking at t ...