When you have a non-inlined ufunction, UHT fails to parse the restrict keyword in its parameter list. Note: The following compiles (notice that the only change is the use of the FORCEINLINE keywo ...
The Editor will crash when rendering a sequence at 7680x7680 with dx12 and ray tracing enabled. Found in 4.22 CL# 7053642, 4.23 CL# 7208101, 4.24 CL# 7210422 ...
In the attached example, the third person mannequin character's BeginPlay() runs an Ability_Task which starts an animation montage. In the task it is specified that the blend out time (BlendOutTime ...
Compiling Child Blueprint and editing child component's class value, results in parent component's value being changed under certain compile conditions. "This is because they're now pointing to t ...
Landscapes no longer renders when setting max desired draw distance above 0. Found in 4.21 CL# 4753647, 4.22 CL# 7053647, 4.23 CL# 7208101. 4.24 CL# 7210422 ...
As described in the UDN question, some settings aren't forwarded correctly to the game instance in PIE during a functional test. Proposed patch attached. ...
At screen resolutions other than 16: 9, widgets added with AddToPlayerScreen can not be completely filled. The final size calculated by GameLayerManager seems to be incomplete. ...
Draw Post Process Material to Render Target cannot use SceneTexture. Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 7053642, 4.23 CL# 7062535 ...
A SkeletalMeshComponent set to query only physics still interacts with collision. This is a regression from 4.21 Seems to be a side effect from a change to GetCollisionEnabled_CheckOwner ...
Moving from "float" to "FGameplayAttribute" is causing a test to fail. ...