Two Incompatible Object types are able to connect via add array in Blueprint Graph.

UE - Gameplay - May 21, 2019

it is possible to connect two incompatible types to an Array Blueprint function node by connecting the Item pin first.  The type of Array function nodes is determined by the first thing connected t ...

USplineMeshComponent::CalcBounds may return invalid value

USplineMeshComponent::CalcBounds function should be returning an FBoxSphereBounds type, but in the implementation it instead outputs an FBox. This may result in the returning of invalid results, esp ...

Multithreading Race Condition Crash with Anim Montages

OLD - Anim - Apr 2, 2015

Basically, the problem is that the Main Thread is able to run AActor::Tick() (including Blueprint Tick Events) at the same time that the animation system is running functions such as UAnimInstance:: ...

Foliage instances don't move with a static mesh when it is shared between two foliage actors

UE - World Creation - Worldbuilding Tools - Foliage - Apr 26, 2023

From Licensee: The bug comes from the call of the function `FoliagePartitioningUtils::Update` in the method `AInstancedFoliageActor::MoveInstancesForMovedComponent`. When the function `FoliageParti ...

Re-parenting blueprint actors do not lose interfaces associated with their previous parent blueprint

UE - Gameplay - Blueprint - Jul 23, 2015

Re-parenting blueprint actors do not lose interfaces associated with their previous parent blueprint. Interfaces and interface functions can no longer be deleted from the re-parented actor. ...

UKismetStringLibrary::CullArray is poorly implemented

UE - Gameplay - Blueprint - May 18, 2017

FString::CullArray is a static function, but the BP version is still taking a string instance to operate on (which it won't mutate as the function is static), and takes the array as an in/out argume ...

r.SupportPointLightWholeSceneShadows Set to False Causes Crash When Trying to Place a PointLight

UE - Graphics Features - Jul 25, 2018

If you disable Support PointLightWholeSceneShadows and try to place a point light in a level the editor will crash.  Current work around is put shadows to low from engine scalability settings. Wor ...

Uncompressed Lightmaps rendering incorrectly in HTML5

UE - Platform - Mobile - Mar 25, 2015

When using uncompressed Lightmaps in HTML5, the lighting is rendered incorrectly. Using (the default) compressed lightmaps, generates no error. Also reproduced in Main Promotable-CL-2487422 (Enscr ...

FOnlineExternalUISteam::ShowWebURL doesn't react correctly to URLs with http:// as the protocol

UE - Networking - Dec 17, 2015

Code for this function below:bool FOnlineExternalUISteam::ShowWebURL(const FString& WebURL) { if (!WebURL.StartsWith(TEXT("https://"))) { SteamFriends()->ActivateGameOverlayT ...

Transition Notifies Available for Selection in Character Blueprint

OLD - Anim - Sep 21, 2015

Transition Notifies are available for selection in Event Graph of the Character Blueprint even though, apparently, they only function in the Event Graph of the AnimBlueprint. ...