The current implementation of AutoCreateRefTerm does not allow for a default value to be automatically created for a TArray contained within a struct that is passed into a function as a parameter. I ...
Shorter steps:Steps 1-8 from Steps to reproduce (create level with water body)Find BP_BuoyancyExample in Content Browser (Engine>Plugins>Water Content>Blueprints)Place BP_BuoyancyExample above the w ...
This is a regression that was introduced with changes made to address issues with native vs. non-native component registration at Blueprint construction time ([Link Removed]). Prior to those change ...
EDIT: CrashReporter link: [Link Removed] EDIT2: Likely also this crash: [Link Removed] EDIT3: This crash appears under a different Bugg in 4.7: [Link Removed] Engine crashed when attempting to op ...
User reported a crash when trying to call "Create Widget" node set to UserWidget. Was not able to reproduce internally. User was able to resolve the crash by recreating the widget blueprint and re ...
ComponentSweepMulti does not return the correct location of colliders if the component that is passed in has been rotated at all. The actual collision on the object in the game will be correct. ...
Synced the code on Windows and transfered to Mac, the file PVRTexToolCLI lost its executable permission bits... UE4 couldn't run the tool, but carried on processing anyway, processing invalid textur ...
If dynamic bindings are being used in a custom code class from which Blueprints are derived, any hot reload will make the bindings a permanent part of the Blueprint and they cannot be removed or cha ...
Trying to open a project that uses the Script Plugin in a binary version of the Engine that has been created from an Engine built from source code will fail. The Engine is looking for the file Unrea ...
Attempting to create a local binary build of the Engine for the iOS platform using BuildGraph is currently failing. While trying to build UHT for Mac using a remote build, the build fails because it ...