When an actor spawns another actor using AddChildActorComponent that comes alphabetically before it based on blueprint name it will spawn an extra actor that will persist when the scene is stopped d ...
The licensee has traced the issue back to a divide by zero in UParticleModuleTypeDataBeam2::Update. If the Target and Source are the same then the beams magnitude will be zero. When there is a Nois ...
I saw a following assertion. Assertion failed: (AdditivePoses.Num() > 0) || (NonAdditivePoses.Num() > 0) [Link Removed] [Line: 1381] This is my quick fix// code placeholder void FAnimInstance ...
The encryption token challenge/response portion of the control channel handshake can fail due to a seamless travel occurring between the client's NMT_Hello being received by the server and the serve ...
When trying to move a subfolder out of its root folder it will cause the editor to freeze if the subfolder has a numerical name. ...
When enabling "Run Construction Script in Sequencer" on a Blueprint Child Actor and having "Rerun Construction Scripts" turned on in Sequencer, the Child BP's properties become inaccessible in Seque ...
The level blueprint has a macro that references a level. FBlueprintNodeTemplateCache keeps holding this cashe at transition level. Unable to find source-code formatter for language: text. Available ...
When a landscape uses simple collision, the returned physical material can be mismatched. This seems to be a result of ConvertHeightfieldDataForPhysx within ULandscapeHeightfieldCollisionComponent: ...
Recompiling a foliage painted actor bp will orphan already painted actors. ...
It appears that in UE 4.23, some specific arrays in construction scripts are no longer cleared automatically and retain references to TRASH objects from the previous construction script calls. This ...