This is another Tutorial crash that shares a similar callstack with [Link Removed] and [Link Removed], but those specific repro steps have been fixed while this one is still occurring in 4.16.2. On ...
A crash is occurring in a nativized packaged game when overriding a server event and calling the parent's implementation in a derived class. The crash doesn't seem to produce a detailed callstack. ...
When Compiling a blueprint that is a child actor component to another blueprint, the value will be incorrectly displayed if the parent blueprint is also not compiled. Versions Tested 4.16.3 - CL: 3 ...
After creating a timer in an Object Blueprint, timer is not called as intended. "InitObject" Event fires but "Call Function" function does not Reproduced in: 4.17.2 CL 3658906, 4.18 P3 3676890 Un ...
Move To Location or Actor will always fail if the target location is outside of the Navmesh, even if Use Pathfinding is disabled. Found in 4.18 P4 CL# 3685441. Reproduced in 4.17.2 CL# 3658906 & 4. ...
Copying a blueprint instance that has an array does not copy any elements added to that array directly on the instance and only copies the blueprint's default array elements This worked in 4.13 and ...
It seemed to be white at 4.19, but it seems to be red at 4.20. I found out that there seems to be a cause for initialization of Mesh Attributes. As a result of fixing this, it is now displayed in wh ...
This is a regression that was introduced by the fix for [Link Removed]. As a result, we can potentially hit an assert in a cooked, nativized build during async load of a non-nativized Blueprint CDO ...
GPU Particles will always have a lifetime of one second when using a collision module. This is a result of an issue with how off screen timing is handled. GPU particles that are off screen should on ...
This buffer overrun is probably caused by the ExportParticleDataToBlueprint module does not respecting the GPUAllocation Fixed Size setting in the module. In fact, out-of-range export data is not c ...