OSSNull doesn't properly account for bShouldAdvertise or bAllowJoinInProgress. These should be updated in OnValidQueryPacketReceieved. (Note, bShouldAdvertise is explicitly ignored in LAN matches) ...
"log list" console command outputs log categories - a licensee reported they see duplicated category entries in 4.13. (e.g. logFileCache, logHMD, logHUD) Actually 4.11 and 4.12 had duplicated entri ...
The editor is crashing when attempting to hide a bone using the Hide Bone by Name node after using the Set Master Pose Component. ...
Deactivated components are ticking one additional time after being deactivated. ...
The ActorPositionWS BP node calls GetActorWorldPosition() in HLSL which references Primitive.ActorWorldPosition. But GetActorWorldPosition() is not protected by an #if HAS_PRIMITIVE_UNIFORM_BUFFER ...
Actor Components with Auto Activate set to false are still ticking. If you activate the component on begin play, set a short delay, and then deactivate it, the ticking will stop, which is inconsis ...
Enabling the 'Deprecated' option in a blueprint's Class Settings causes all existing instances of it to be deleting upon loading any levels that contain the blueprint. Found in 4.13.1. Reproduced i ...
Nav Mesh is not being generated on a static mesh that was converted from a BSP. Found in 4.13.1. Reproduced in 4.12.5 and 4.14 Main CL 3156733 Attached is a screenshot showing the difference betw ...
A licensee reports that updating a stopped track that has already had it's state restored can cause problems. We should investigate why the update is happening and if it can be safely removed. ...
There are lengthy compile times with a blueprint with 50+ instances in the level that contains an array of self references. On lower-end machines, the compile times are upwards of 10 seconds. Found ...