DLC Package content isn't recognized when using RequestAsyncLoad

UE - Foundation - Core - May 24, 2016

Attempting to load dlc assets with RequestAsyncLoad function results in the assets not being recognized. ...

UFunctions using the exec specifier are recognized by UHT when building for Development even if they are in a #if WITH_ENGINE

UE - Foundation - Core - Aug 19, 2015

If a user declares a UFunction with the exec specifier, the UHT will add a call to that function so that it can be used as a console command in the editor. This becomes an issue when the declaration ...

Material Graph Editor crash when changing the value of a node entering a reentrant expression

UE - Rendering Architecture - Materials - Oct 1, 2024

It is possible to cause an editor crash when changing a the value of a node involved with a reentrant expression. See the steps to reproduce for more information. Specifically, the crash occurs whe ...

Blueprint Add Custom Event unable to resolve delegate signature inside a split struct

UE - Gameplay - Blueprint - Apr 19, 2024

This issue occurs when a static function is created and has a struct parameter that has a delegate exposed to blueprint. When using the helper function in blueprint after having used "Split Struct ...

When using HasNativeMake or HasNativeBreak, the displayName of the structure property does not work properly.

UE - Gameplay - Blueprint Editor - Mar 31, 2022

When using HasNativeMake or HasNativeBreak, UK2Node_CallFunction is used instead of K2Node_BreakStruct, but UK2Node_CallFunction does not consider the property DisplayName. Collecting the propertie ...

BP-exposed UGameplayCamerasSubsystem calls can check-crash the editor

UE - Anim - Sequencer - Mar 30, 2023

Any calls to UGameplayCamerasSubsystem's blueprint-callable functions has the potential to crash the UE editor or a game project by using the wrong PlayerController or calling it at the wrong time. ...

Naming CustomEvent string Input "DisplayName" breaks Blueprint Node

UE - Gameplay - Blueprint Editor - Jan 4, 2018

Naming a custom event string input DisplayName will cause the BP Node spawner to use blank or user-entered data for node listing+creation. Additional Notes: This also occurs when renaming the Text ...

[CrashReport] UE4Editor-MetalRHI.dylib!FMetalHeap::BufferSizeToIndex()

UE - Graphics Features - Jan 5, 2018

User comments:when i buld light on preview it build light 100% after that when system showing 43% or more after building light engine crash every time, pls help me... thanksDuplicating three Spher ...

Event Dispatcher name changes do not propagate to related nodes until the editor is restarted

UE - Gameplay - Blueprint - Mar 17, 2015

Event Dispatcher name changes do not propagate to related nodes until the editor is restarted. This does not appear to affect functionality in 4.7.2. In Main, the nodes must be refreshed to restore ...

Blueprint NAND node should not be associative.

UE - Gameplay - Blueprint - Jan 6, 2016

NAND is not an associative operation, so it should not use the markup that makes N+1 input nodes work by calling the underlying function N times. This was brought to light here: https://udn.unreale ...