The Build All Levels editor action cleans up the world's NavDataSet (UNavigationSystemV1::NavDataSet) as pre-rebuild world cleanup by calling: SetNavigationSystem(nullptr); inside UWorld::Cleanu ...
The GameFrameworkComponentManager has a system for registering callbacks to execute in response to event changes. This ends up calling UGameFrameworkComponentManager::CallFeatureStateDelegates which ...
For some reason, iOS apps no longer launch on device when using QuickLaunch within the Editor. Instead, it does install the app onto the device, but when it attempts to then launch the app, a messa ...
When creating a PackedLevelActor by packing multiple StaticMesh, the navmesh isn't generated correctly on top of it. In detail, navmesh is generated by splitting on navtiles. This is probably due to ...
When placing static mesh foliage and setting the foliage mesh's Collision Preset to Block All, the placed meshes do not consistently block parts of the nav mesh. Expected: Placed meshes (for examp ...
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When the character class is set to always relevant, if a client travels very far away from another character, such that the character is relevant but the component they're standing on is not (but al ...
In some situation, Slate tries to secure incredible amount size data and run out of memory. This happens a cell having very long and complex serialized text appears on the editor and it is placed to ...
Other than the presence of the error and the performance cost of looking for a package on disk that does not exist, there are no behavioral problems. When running with legacy (non-iostore) pakfiles ...