Switch Skeletal Mesh node crashes the editor if the blueprint is compiled.

OLD - Anim - Feb 8, 2016

Switch Skeletal Mesh node crashes the editor if the blueprint is compiled after changing the mesh being called on node. Frequency: 3/3 CrashReporter: N/A NOTE: tied to [Link Removed], however on ...

Swarm: Not able to set number of processors to use for Swarm from the UI

UE - Graphics Features - Aug 25, 2015

There is a setting called "LocalJobsDefaultProcessorCount" in the Developer Settings tab in Swarm. After the change to make Lightmass build asynchronously while the user keeps working, this set ...

Warnings (TEnumAsByte is not intended for use with enum) when packaging with Blueprint Nativization method set to Inclusive

UE - Gameplay - Blueprint Compiler - Feb 16, 2017

User gets the warning below after trying to package a new VR template if Blueprint Nativization is set to "Inclusive" Warning: "THelper: Packaging (Windows (64-bit)): xgConsole: c:\program files (x ...

Bloom Blown Out In Forward Shading With MSAA and Separate Translucency Enabled

UE - Graphics Features - Mar 31, 2017

When a material is utilizing emissive color, separate translucency, and the project is using MSAA the material will give off intense bloom to the point of flashing the screen. [UPDATE] After addit ...

Navmesh seems to have buggy behavior when interacting with HISMCs that programmatically set mesh via SetStaticMesh.

UE - AI - Mar 6, 2020

Both versions works correctly if HISMC is pre-placed (generated in ConstructionScript). Only when generated dynamically does it fails. The Navmesh isn't being updated after SetStaticMesh and AddInst ...

[AI] Cannot select the local player when using GameplayDebugger while the Mass category is active

UE - AI - Debugging - Jun 23, 2025

The GameplayDebugger is not updating its displayed information for the local player when attempting to select the local player. This behavior seems to only occur when the Mass category is active AND ...

Real-time thumbnails causing large performance issues

UE - Graphics Features - Feb 1, 2017

When Real-Time Thumbnails are enabled in the content browser and you have many blueprints with static meshes (or anything that is rendered in the blueprint's viewport), the real-time tooltips cause ...

References to recompiled Blueprint CDOs that exist outside of the immediate class hierarchy are not being replaced during compilation.

UE - Gameplay - Blueprint Compiler - Feb 24, 2022

Currently, the Blueprint compiler will only update references to a reinstanced CDO/archetype object if it falls within the immediate hierarchy of the Blueprint class type OR if it's a component temp ...

Ensure When Pasting Timeline Node that was Previously Connected to a Node into a Function

UE - Gameplay - Blueprint - Nov 4, 2016

An ensure is occurring when pasting a timeline that was once connected to a node into a function in blueprint. Regression: No, this also occurs in 4.12.5. ...

Deleting class instance will call destructor for each instance of the class

Tools - Mar 11, 2015

**UPDATE** When the actor is pulled from content browser to scene, a "ghost" object is created even if the actor is still being "held". Dragging the actor back and forth into the editor viewport wi ...