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 ...

Shadows in Unreal for OSX not showing correctly

UE - Platform - Apple - Dec 2, 2014

I have copied a project from Windows to my Macbook Pro. It's the first time I try Unreal for OSX. In Windows everything worked perfectly, but in Mac shadows are showing like this: alt text Buildin ...

Attached Actor's Scene Components reset to default class values when moved.

UE - Gameplay - May 23, 2019

When attaching a Blueprint CameraActor; who has a child Blueprint component(point light component) to another object in the scene. The Blueprint Actor's Components will reset to default class values ...

UIpNetDriver::ProcesRemoteFunction warnings appear for ShooterGame clients when switching weapons

UE - Networking - Nov 5, 2015

The following warnings appear in the output log for ShooterGame clients when switching weapons. [2015.11.05-19.41.11:550][253]LogNet:Warning: UIpNetDriver::ProcesRemoteFunction: No owning connectio ...

ModularGameplay and other runtime plugins have wrong LoadingPhase

UE - Gameplay - Jun 30, 2022

Plugins that provide blueprint-accessible libraries generally need to be set the PreDefault LoadingPhase so they can be properly loaded before game-specific data that loads early in the Default load ...

Swarm Agent Local Host of Coordinator not showing up in Coordinator

UE - Foundation - Core - May 26, 2015

A Computer which is hosting the Swarm Coordinator no longer shows up as a viable Swarm Agent Computer and if that computer builds lighting will only use itself and not any available agents. Also re ...

Volumetric Lightmaps do not work with Landscape texture mapping

UE - Graphics Features - Feb 13, 2019

It appears that the Lightmass Volumetric Lightmap does not work with Landscape textures. When it samples the Landscape with some textured material, the resulting lighting build data does not match t ...