When a blueprint variable is not set to Instance Editable, its value gets reset at runtime. This seems to occur because the variable OriginalCannonTransform seems to get reset/nullified after being ...
If user set ChunkID to a high value, the construction process of the database managed by AssetMAnager becomes very long. The cause is the following code in UChunkDependencyInfo :: BuildChunkDepende ...
User comment in crash group:Please Contact me to help fix this. I don't know what else to do. 41 FQuatRotationMatrix(const FQuat& Q) 42 ***** : FQuatRotationTranslationMatrix(Q, FVect ...
When duplicating an Actor at Runtime, the duplicated Actor won't execute any tick events when duplicated from the World Outliner or Alt-clicked and dragged in the Viewport. If the Actor is dragged i ...
Making changes to the EQS Context and moving the Testing Pawn, the Editor crashes. When reopening the Editor, the context is set and the query does generate from that actor/location. This issue was ...
After using FMath::RandRange() to initialize elements of an int array in a SaveGame class and then setting all of the values of the array to 0 before using UGameplayStatics::SaveGameToSlot() to save ...
The PreferredNavData member of NavAgentProperties isn't properly initialized. It is using some constructor that doesn't seem to be valid. This is a regression from 4.19.2 (CL-4033788) as this same s ...
It is believed that soft references resolved during runtime, point to the edit time instances of actors instead of the runtime instances. This issue does not reproduce when it is called from an Inp ...
AGameModeBase::FinishRestartPlayer and AGameModeBase::RestartPlayerAtPlayerStart handle rotation differently for Spawning Pawns and Control Rotation depending on whether or not the game is Standal ...
Licensee found that running the resavepackage commandlet that sublevels who's lighting was built were not saving the changes. ...