If a level uses most of the time slicing budget but not all, the next level in the list will begin to load and could potentially use the full time slicing budget. In the worst case scenario, you cou ...
As a user I would expect the out execution pin of the LoadStreamLevel node to fire even if the level failed to load. ...
UserDefinedEnum variables in UserDefinedStructs aren't properly updated when the enumerations are reordered. FEnumEditorUtils::BroadcastChanges fixes up Blueprints but not UserDefinedStructs. ...
See this UDN post. ...
Crash occurs when the user adds a sublevel to the current level, edits the sublevel's level blueprint, and then attempts to make a new level. The state which triggers the crash seems to be when the ...
The child of an animation blueprint is not properly recompiled when the it's parent is compiled. Found in 4.24.1 CL#10757647 ...
Get overlapping components/actors is not fully populated with initial overlaps by BeginPlay in 4.24, like they were in 4.23 ...
In Action Rpg sample, creating a new Blueprint of type GameplayCueNotifyActor or GameplayCueNotifyStatic, results in an Engine crash. The call stack leads to a PrintF Slate warning message that woul ...
When a macro takes in a two Wildcard inputs and two Wildcard outputs connecting a variable to one assigns the value of all the outputs even if they don't connect (check attached image). You can see ...
When a macro takes in a Map <Wildcard, Wildcard> if the output is the element in the map it is the same type value of as the key. You can see see a quick demonstration at [Link Removed]. This seems ...