https://udn.unrealengine.com/questions/419239/uk2node-genericcreateobject-compile-issue.html ...
A UDN user found that calling AbilitySystemComponent->RemoveReplicatedLooseGameplayTag(TagToRemove); while the gameplay tag was not in the TagMap, will create an entry for it with count 0, see ...
When a running search in all blueprints is closed, it may prevent an AsyncTask used to return the look up FText's from StringTables from running on the game thread, leading to a deadlock. When the ...
When an instanced static mesh component with a material using a PerInstanceCustomData node has its data floats pasted in, the editor crashes with an "Array index out of bounds" error. The licensee w ...
Using OnRep_StaticMesh() in code or using the Set Static Mesh node does not replicate across server/client in game. ...
Using both an Atmospheric and Exponential Height Fog will cause an issue rendering Translucency-based Materials. (See Screenshots below) IMPACT: Cannot use both Atmospheric Fog ...
Setting the Collision Channel to anything other than World Static will reset on closing and restarting the editor. ...
When an actor is attached by the root to a bone of a skeletal mesh through the use of the "AttachToComponent" function in code, it will not follow animations when being recorded by the Sequencer Rec ...
After hot reloading a project, if the class a blueprint is based off of was edited, the blueprint is unable to be saved due to being referenced in Engine/Transient. Project for Repro: [Link Removed ...
If a user connects to source control through the Git plugin and creates a repository, when they try to compile a blueprint, they can sometimes crash ...