Soft references to World objects (TSoftObjectPtr<UWorld>) cannot be directly created in blueprints. These types work fine in blueprints but cannot be directly created. The reason soft references are ...
The target for the "Should be Loaded" variable appears to have change to "Level Streaming Kismet". This means that it no longer works with the "Get streaming level" node and can cause errors when us ...
When upgrading a 4.19.2 project to 4.20 Preview 3 the Nav Area Class is changed to None instead of the value it was before the upgrade. Upgrading from 4.18.3 to 4.19.2 works as expected. This was t ...
Invalidation box appears to be inconstant when using a child widget that has been added via the user created section. A child widget that modifies itself will not update when placed inside of an inv ...
When adding a sub-level that contains a Landscape and Landscape Splines to an existing Level, it will cause a crash when building the lighting. This issue was reported in 4.18.3 (CL 3832480) and t ...
When making changes to a property in a component of a Blueprint, those changes are not highlighted when looking at the changes in the Components section of the Blueprint Diff tool. ...
The calls to JoinMulticastGroup and LeaveMulticastGroup on FSocket do not allow for the interface address to be passed in, only the the group address. The interface address is currently hard-coded ...
User reports that when we delete a component in the hierarchy and promote a child component in its place, we don't account for the socket name that the deleted component had used previously. ...
Calling DiscardPlayerInput() does not appear to actually discard the player input. The comment for the function indicates that input will be consumed and discarded without doing anything with it. Ho ...
Landscape will only return "DefaultPhysicalMaterial" when run in editor world. In game time it will return the proper physical material. Found in 4.19 CL# 4033788, 4.20 Preview 3 CL# 4135216 , 4.21 ...