The child widget of Retainerbox was applied incorrectly offset the RenderTranslation of the parent widget and draws it. This issue is 4.24 only. it's fine as well as the preview on UMG Designer in 4 ...
Setting a parameter on a Sound Cue from Blueprints more than once is not working. The first time a parameter is set works, but any following sets are ignored. This is a regression and does not occu ...
We've had a couple of reports of the recently added session/client id checks in the StatelessConnectHandlerComponent failing when using SteamSockets. The connections fail with the "Rejecting handsha ...
Packaging that involves a comilation process in the Binary editor causes custom Windows icons to be ignored in packaged games. This could either be seen in a Code project or in a Blueprint Only proj ...
LogWindows: FAndroidMisc::RequestExit(0) does not get sent with 4.22 and 4.23. Does not occur in 4.21. ...
When using connecting to a World Partition level on a dedicated server the client get's disconnected immediately. I tested this with a non WP level and the client connected with no issues. I've inc ...
If a sublevel is duplicated and contains a landscape, the editor will crash when the duplicate level is added to the persistent level as a sublevel. Frequency 4/4 Regression (yes) issue (does not ...
The 'Draw Material to Render Target' in blueprints renders black when launched in Standalone. This is not the case when using the same blueprint and running PIE. The interesting thing about this is ...
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 ...
Packaged games are unable to open when Event Driven Loader is disabled. The error message given is: Assertion failed: !Linker->GetSerializeContext() [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\C ...