From UDN: The reason it crashes is because Child doesn't get garbage collected, which is because it still has the RF_Standalone flag. UEditorEngine::EditorDestroyWorld clears RF_Standalone flag ...
Packaged games do not display PlayerName correctly using Steam OSS. Does not occur in Standalone. Test project attached. To test, package for Development > Win64. When run (with the Steam client op ...
The Select node will accept both a Parent Class and a Child Class as inputs if the Parent is added first. The node will compile if the Index is set to anything other than Wildcard. Note that the no ...
When you right click on a Skeleton and select "Retarget to another Skeleton," in the subsequent "Select Skeleton" pop up Window, compatible skeletons are not visible when "Show Only Compatible Skele ...
Netprofile crashes networked games using Steam with the following assertion: Assertion failed: "Invalid interface for Steam P2P addresses" && 0 [Link Removed] [Line: 72] No Crash Report is submitt ...
Input Action Events are not included in the list of overrideable functions in the My Blueprints tab. Reproduced in Actor Blueprints and Player Controller Blueprints. This is a regression: overridin ...
The order of world and game instance initialization is different between a true standalone game (cooked game or an editor build with -game) and a Play In Editor game. Specifically, in Play in Editor ...
When using a laptop with an added in graphics card that's Nvidia, the menus in the editor duplicate. However, if you force the editor to use the integrated graphics card, it does not occur. From th ...
ED nodes in 4.6 but are not being executed in standalone or cooked games. Also, users receive compile errors when the project is saved and reopened that resolve when the blueprint is recompiled. ...
FVariant is a struct that implements a union of data types, including FVector. When assigning an FVariant an FVector value in engine versions UE 4.27 or earlier, the FVariant will deserialize incorr ...