There's a bug in UAssetManager::LoadAssetList where the passed in DelegateToCall is not being called in the bShouldUseSynchronousLoad case. This can cause gameplay logic to fail when that bool is tr ...
A class that inherits from GameplayTask which also has a BeginSpawningActor function will not have its Activate function fired properly. Removing this function causes it to fire properly. Regressio ...
During play: Switching from a defined collision profile to the default profile results in default behaving as the previous profile. Switching from this to the custom collision profile results in ...
The Compile Single File option in UnrealVS fails if the Engine is located in a directory where there is a space somewhere in the path to the Engine's root directory. REGRESSION: No ...
If a nativized Blueprint event graph includes a call to a native, BlueprintCallable function that's also marked BlueprintAuthorityOnly, if the Blueprint is nativized, the function will incorrectly b ...
Android Studio does not properly parse the UE4DataFormatters_2ByteChars.py distributed in 4.20. ...
Replicated components do not have a "replicated" icon on their reference node, similar to how replicated variables do. ...
According to Licensee this problem seems to be caused by the time to sample the data. By changing the time to frame number, the import seems to be successful. \Engine\Plugins\Experimental\AlembicI ...
x86 tries to compile as 64-BIT (get an error that sizeof(void *) != 4, and x86_64 fails to find wchar.h. ...