Cumulative patching is implemented by copying the generated pak files during staging of the base and each patch to the Releases directory. When creating a patch, all of the pak files from the releas ...
Importing a .csv file that contains references to assets in the project requires the user to copy the references for each asset again before they will work correctly. The references do not need to b ...
Component property inheritance sometimes does not behave as expected when opening a project with the -game command line argument. Attempting to load a child Blueprint through code may not correctly ...
Adding multiple instances to instance static mesh component in a code class causes an ensure to trigger when an instance of the class is added to the level. ...
When the Mobile Previewer loads, the Safe Zone widget is not working properly at startup, and requires a window resize to update to the correct Safe Zone. ...
Setting the default RHI for Windows to DX12 and enabling Forward Shading results in a crash when adding a texture sample parameter to a material. Found in 4.22 CL# 5660361 and 4.23 CL# 6074473 Wor ...
When destroying an Actor with a Procedural Mesh Component; that is stored in an Array Variable, the memory for that Actor's Procedural Mesh Component is not cleared, leading to a Memory Leak. Howeve ...
If dynamic bindings are being used in a custom code class from which Blueprints are derived, any hot reload will make the bindings a permanent part of the Blueprint and they cannot be removed or cha ...
Trying to open a project that uses the Script Plugin in a binary version of the Engine that has been created from an Engine built from source code will fail. The Engine is looking for the file Unrea ...
We changed the IP address serialization format without bumping the LAN beacon packet version. Should just need to bump it up. ...