If an ActorComponent contains a UObject property of a type that is DefaultToInstanced, any time a Blueprint of a class containing that ActorComponent is compiled the UObject value is reset to None. ...
Can't export more than one LOD level from editor. ...
Crash when destroying two components in a specific order in this user's project. The crash occurs under two circumstances inside the LogActor Blueprint: either DestroyLogPart is called for both Te ...
Adjusting properties of a Blueprint instance's components in the level does not update references to the properties in the BP's Construction Script. Note: this would work in 4.8.3. Reproduced in 4. ...
Sending a string or text of 1024 or more characters disconnects Client and Server. 1023 works without disconnection. Possibly a buffer overflow problem? Is this expected behavior? Reproduced in 4. ...
Changing the name of a variable that references a Blackboard Key inside a Task removes the Key reference inside the Task's node in the Behavior Tree. Clicking on the Behavior Tree's Task node that r ...
A Behavior Tree reference to a Blackboard Key will become invalid when the name of the Key is changed in the Blackboard. Clicking on the Behavior Tree node that references the key will update the ke ...
Switch on Gameplay Tag does not acknowledge changes to Gameplay Tag variable in Standalone game. ...
Setting a ComboBox on the Server does not always work. In the attached project, a Multicast Event runs some Set Options, all but one of which appear to work on both Clients and Server. On the Server ...
When using SetAllBodiesBelowSimulatePhysics to simulate physics for multiple bones, all of those bones ignore constraints and collision between other bodies on the same skeleton. ...