UHT does not correctly create generated code for BlueprintNativeEvent UFUNCTIONs in an interface that return const values. In the corresponding .gen.cpp file, the generated code does not include the ...
Garbage collection crash during opening cinematic. Note after crashing and relaunching the game the saved file appears as 8% complete instead of 0%. Note this crash is also occurring with //UE4/D ...
Level blueprint is being executed twice at start of PIE So far I have only seen this behavior with the Print String node when wired to Event Begin Play or Event Tick. I have been unable to reprod ...
Crash when exiting standalone. "we have an export that is never getting resolved, this is the export that is causing the mislink error when shutting down the game" Please see UDN post for more info ...
SMT is reporting that AJA output doesn't properly shutdown, Screen end up with shades of grey instead of black. ...
Collision preset setting is not reflected correctly in case of original class inheriting Primitive Component. Probably the cause is UPrimitiveComponent :: PostLoad (). Since FCollisionResponse :: U ...
If landscape was rotated, Ramp tool does not work properly. In particular, the debug display is not working properly.It is tilted diagonally. ...
Adding components in an Actor then undoing them after an action in the Viewport, leaves sub-components behind. This is a regression from 4.19.2 (CL-4033788). This issue was reported and tested in 4 ...
When creating an Event Dispatcher that sends an array, a blue Note shows up on the bottom of the Call node stating that "No value will be returned by reference". This is a similar issue to [Link Rem ...