Crash in UDataTable::RemoveRow(FName RowName)

UE - CoreTech - Jun 13, 2025

This is a regression, the crash seem to have been introduced by CL 40129784 on ue5-main and persists in latest. Function UDataTable::RemoveRow(FName RowName) uses macro DATATABLE_CHANGE_SCOPE_SINGL ...

VSM SMRT SamplesPerRay CVars behave differently if groom assets are present leading to a potential full-scene shadow

UE - Simulation - Core - May 28, 2025

When a groom is present, setting any SamplesPerRay SMRT CVar to zero results in an unexpected complete shadow projected from the light. ProjectLight() in VirtualShadowMapProjection.usf has addition ...

Access Specifies set to private displayed no warning when called

UE - Gameplay - Blueprint - Feb 21, 2017

While using an access specifier for a function that is set to private, does not run the function, but it can be placed into another BP with no warning appearing when the BP is compiled. This issue ...

Rep Notify is not getting called on the client

UE - Networking - Jan 30, 2017

I've been looking into replicating HMD movement across the network I found a thread where there was an example "MPRepro" to show the how to do this, but testing that example, I see behavior where ...

Mouse click requires double click to enter input if "Set Input Mode Game Only" used

UE - Editor - UI Systems - Slate - Oct 3, 2016

Mouse click requires double click to enter input if "Set Input Mode Game Only" used Regression (no) issue (does) occur in 4.12.5 Notes The first box selected will light up correctly the first time ...

Mobile MSAA breaks Modulated Shadows on OpenGL ES 2

UE - Platform - Mobile - Apr 2, 2018

UPDATED DESCRIPTION When enabling Cast Modulated Shadows on a Directional Light and using Mobile MSAA on Android OpenGL ES 2, shadows from the Directional Light do not render when dynamic objects ar ...

BroadcastOnActorMoved is not being called

Tools - Feb 13, 2018

In 4.18, BroadcastOnActorMoved() is no longer being called when an actor is moved in a level. The PostEditChangeProperty() function checks to see if the name of the property that was changed matches ...

BlueprintNativeEvent in Component Subclass does not show up in BP with the component

UE - Gameplay - Blueprint - Apr 20, 2015

If a function is marked as BlueprintNativeEvent inside of a class that inherits from a component (Scene component, Actor component, etc) then the function cannot be called in a blueprint with the co ...

[CrashReport] Failed assert during BP compilation (trying to call a default delegate) (UE4Editor_KismetCompiler!FScriptBuilderBase::EmitFunctionCall() [kismetcompilervmbackend.cpp:1216])

UE - Gameplay - Oct 27, 2017

This is a trending crash coming out of the 4.18 release. User DescriptionsI tried to call an Event Dispatcher (which is assigned in the Level Blueprint) in the Construction Script of the Blueprint ...

Crash when removing and re-adding instances to an InstancedStaticMeshComponent with PerInstanceCustomData.

UE - World Creation - Worldbuilding Tools - Jan 22, 2026

When using an InstancedStaticMeshComponent with PerInstanceCustomData, the number of float elements in the "Custom Data" array should always be equal to NumCustomDataFloats multiplied by the number ...