Collapsing an event binding to a function results in a function that takes in a delegate as an input. This function existing ends up causing any references to this blueprint class in another class t ...
Possessing a pawn on a second client while using a dedicated server prevents the pawn from moving until net.shareshadowstate is set to false. This appears to be a regression. I was not able to repr ...
In a blend space or aim offset, there's no clear indication which grid stretch mode is enabled when clicking the button in the grid (aside from looking at the tooltip when hovering over the button). ...
This was reported from https://udn.unrealengine.com/questions/323255/bugfix-onactive-not-triggering-for-gameplaycues-on.html In some case it looks like OnActive gameplay cues are not working proper ...
The GameState's PlayerArray is not being replicated in the same order. This occurred every time I tested in Standalone game, but did not seem to occur when I tested in a new editor window. The Sta ...
When an iOS device receives and answers a call that interrupts a UE4 game, the game will no longer have audio after the call in completed. Expected: End of call returns to gameplay with audio. Actu ...
Using Edit->Undo or Ctrl+Z has no affect after breaking using Alt+Click to break the connection of transition nodes. In the My Blueprint tab, extend Graphs->AnimGraph Regression: No - Same behavio ...
When the code for a custom trigger volume is changed and a hot reload is preformed, the green bounds of the volume disappear and the volume can no longer be interacted with. The bounds do not reapp ...
After creating a class based on Trigger Volume, adding an instance of the custom class to the viewport does not show the green bounds of the volume until after the editor is closed and restarted. T ...
Print string does not fire the first time a hud blueprint is made in a new project. The user has to close and reopen the editor before a print string will fire off in the HUD blueprint (the first ti ...