Clearing the value of a native component's instanced property does not update placed blueprint instances of the property Regression: No - same behavior occurs in 4.14.3 (CL 3429277) ...
FString::CullArray is a static function, but the BP version is still taking a string instance to operate on (which it won't mutate as the function is static), and takes the array as an in/out argume ...
If a replicated property in a parent code class has the same name as a variable contained within a function of a Blueprint that derives from that parent class, the Editor will crash while attempting ...
A collapsed component hierarchy expands when placing a component in Widget Hierarchy panel. This issue seems similar in nature to [Link Removed], but the test case for this issue id different, and f ...
On Linux, generate a CMake project for a specific .uproject. Use CLion to open that project file. You'll see that all of the source code files for the engine are in the root of that project. This do ...
Setting a plugin module's type to "Editor" causes syntax highlighting in XCode to break for .cpp files in that module. Setting the type back to Runtime fixes the behavior ...
Characters are jittering in multiplayer when moving at high speeds when Run Dedicated Server is enabled. ...
After adding a class based on "Hierarchical Instanced Static Mesh Component", any attempt to hot reload, from Visual Studio or within the editor, causes the editor to crash. Regression: No - crash ...
GetOverlappingActors/Components ignore physics actors spawned in with zero movement. This only effects actors where the root is the DefaultSceneRoot and not the Static Mesh Component. User Descript ...
Procedural mesh loses collision when the "Add Procedural Mesh Component" node is copy&pasted. In this example the generated box appears to lose collision once an "Add procedural mesh component" node ...