Get overlapping components/actors is not fully populated with initial overlaps by BeginPlay in 4.24, like they were in 4.23 ...
In Action Rpg sample, creating a new Blueprint of type GameplayCueNotifyActor or GameplayCueNotifyStatic, results in an Engine crash. The call stack leads to a PrintF Slate warning message that woul ...
When a macro takes in a two Wildcard inputs and two Wildcard outputs connecting a variable to one assigns the value of all the outputs even if they don't connect (check attached image). You can see ...
When a macro takes in a Map <Wildcard, Wildcard> if the output is the element in the map it is the same type value of as the key. You can see see a quick demonstration at [Link Removed]. This seems ...
Adding a new key to a dataTable deriving from c++ will not be found until the entire project is reloaded. Download link to test project: https://github.com/sorkNasrk/testbug ...
Gameplay Tag Query variables in custom structs created via the content browser do not retain custom default values. Found in 4.23.1 CL# 9631420 Reproduced in 4.24 Preview 4 CL3# 10387632, 4.25 Main ...
Floating point error from UGameViewportClient::SplitscreenInfo causes this issue. FMath::TruncToInt( 3240 /*ViewportSize*/ * 0.333f/*Ratio in SplitScreenInfo*/ ) = 1079 I suggested a following t ...
The "Find" node can cause a crash if the a map with a struct value changes type while connected, is disconnected and reconnected. Compilation fails and crashes the engine. Found in 4.23.1 CL#963142 ...
The user is unable to undo the editing of the enum description. The output log and undo history would confirm that the undo was carried out, however it did not do anything in reality. Resetting the ...
It appears that in UE 4.23, some specific arrays in construction scripts are no longer cleared automatically and retain references to TRASH objects from the previous construction script calls. This ...