Assertion failed: (Index >= 0) & (Index < ArrayNum) when importing large Alembic file

UE - Editor - Content Pipeline - Datasmith - Importer - May 3, 2022

Regression testing done on //UE4/Release-4.27.2 CL-18427296 and this issue did occur. [Link Removed] [Link Removed] Below is snips of customers description and proposed workaround:Importing alembi ...

Arguments out of order in call to FMemory::Memset() from UTexture2DFactoryNew::FactoryCreateNew()

Tools - Mar 22, 2018

The call to FMemory::Memset() in UTexture2DFactoryNew::FactoryCreateNew() appears to reverse the expected order of the second and third arguments. Most other calls to FMemory::Memset() appear to sen ...

Renaming an interface appears to cause pins to disconnect

UE - Gameplay - Blueprint - Dec 15, 2016

Renaming an interface appears to cause pins to disconnect from the functions of that interface in the blueprints that use that interface. Any wires for the updated parts of the interface are disconn ...

Interface Message Nodes report an error if multiple inputs are connected to the Target pin.

UE - Gameplay - Blueprint Compiler - Feb 13, 2019

Connecting multiple object pins as inputs to the Target input pin of an interface message node causes an error of the format:failed building connection with 'Replace existing input connections' Thi ...

Geometry Collection (GC) fragments are affecting the Navmesh in wrong positions

UE - Simulation - Physics - Destruction - Dec 6, 2024

Geometry Collection (GC) fragments are affecting the Navmesh in wrong positions and the identified cause is wrong indexing. Once a GC breaks, it's fragments, when big enough, are creating islands in ...

Data loss when FPlane is implicitly converted to FVector4

UE - Foundation - Core - Jan 3, 2018

The FSceneView::Deproject function calls FMatrix::TransformVector4 and passes an FPlane value. TransformVector4 takes in an FVector4 parameter, so the value being passed is implicitly converted to F ...

GetActorLocation and GetActorRotation have mixed up Tooltips

UE - Gameplay - Jun 4, 2018

Within the declaration of the APlayerCameraManager class, the GetActorLocation and GetActorRotation functions have mixed up Tooltips Result: Tooltip says to use GetCameraRotation for the GetActorLo ...

World Context node returns inaccurately in PIE/Standalone

UE - Gameplay - Blueprint - Sep 11, 2017

When a blueprint function library reaches a "World Context" node, the result returned by the node is invalid / null in Standalone mode. Additionally, the node will occasionally report as invalid in ...

Yellow 'reset to default' arrow will disappear if the Details panel scrolls it out of view

Tools - Jul 20, 2017

Yellow 'reset to default' arrow will disappear if the Details panel scrolls it out of view. Aside from the Transform, this seems to happen for most values in the Details panel. User description: F ...

Split screen causes rendering issues with lightshafts

UE - Graphics Features - Feb 21, 2018

There is an issue occurring where Split screen causes rendering issues with light shafts. This issue does not occur if you use the command " r.lightshaftquality 0" The issue no longer occurs. This i ...