The unpossessd controller will not be removed from UWorld::ControllerList unless destroyed. This causes null access to the ControllerList when GC occurs during seamless travel execution. The unposse ...
User created Bitmask flag Enumerators are not correctly stored and retrieved from Blueprint Integer variable settings. When the Editor is restarted the value of the Integer's Bitmask Enum is set to ...
Rebuilding lighting with commandlet will move hidden sublevels Confirmed in 4.23 MAIN @ CL 5194133 ...
Crash when attempting to return to Main Menu when playing Shootergame in a New Editor Window. Unable to upgrade+test Shootergame in 4.22+ due to deprecation of Possess() and other compile errors. ...
Calling ServerTravel with bShouldSkipGameNotify set to false results in a crash. The reproduction case provided is in PIE but this also occurs in a packaged game Regression?: Yes This did not occur ...
Child actors do not replicate properly to clients when their parent blueprint is nativized. Regression?: Yes This did not occur in 4.20.3 See also [Link Removed] ...
In void ATestActor::OnConstruction(const FTransform& Transform) there is an infinite loop occuring in a ping pong call between the SetActorLabel and the DestroyChildActor calls. Happens in vanil ...
When using SetChildActorClass to change a Child Actor Class, the change will replicate on the Server but not the Client. The Client will have the original Actor Class after the change happens. This ...
Setting up New Relative Rotation with some Static Mesh Actors in the Level Blueprint will have strange results if -90 is used in the Y Relative Rotation. Changing off of -90 will result in normal be ...
The centerpoint for the MinimumAreaRectangle function returns the wrong value when applied. Tested in 4.21.2 (CL - 4753647), 4.22 (CL - 4958263) ...