Crash when using a Self reference with a Custom Event variable

UE - Gameplay - Blueprint - Jan 19, 2017

Crash when using a Self reference with a Custom Event variable that is using Pass By Reference. The crash only seems to occur if the setup was created in the Player Controller class. This was origi ...

Editor crash when using Straighten Connection shortcut key

UE - Gameplay - Blueprint - Feb 8, 2017

Using Straighten Connections shortcut can cause the editor to crash after removing node pins. This appears to be due to GetGraphPinForMenu returning the last pin selected (in this case, the removed ...

Masked Materials using the Forward Renderer and MSAA results in banded Gradient

UE - Graphics Features - Feb 23, 2017

Masked materials used in conjunction with MSAA and Forward Rendering results in a banded gradient which seem to correlate directly with the MSAA count variable. This is connected to the Forward Ren ...

Sound cue will ignore sound mix settings if settings are called in game instance

UE - Audio - May 31, 2017

When using a Game instance to modify the sound in the editor the sound will ignore settings made by game instance. This issue appears to be occurring only in the editor, as running the game in stand ...

Split pins of Function inputs do not correctly update if variable type is changed

UE - Gameplay - Blueprint - Aug 30, 2017

When using the inputs of a function, splitting a variable and then changing its variable type does not properly update the node as expected. This occurs with any variable type that can be split. Sav ...

Exceptions can no longer be enabled for ProjectEditor targets

UE - Foundation - Cpp Tools - Jul 16, 2018

It is no longer possible to enable C++ exceptions for the ProjectEditor target in code projects that use the binary Engine. Some fixes that were made for 4.19 now correctly show an error message if ...

Properties of placed-in-map actor instances may not replicate if their default has been edited

UE - Networking - Mar 26, 2019

If the default value of a replicated property is edited on an instance of a placed-in-map actor, then on the server is value is changed back to the default, a client who joins in progress after this ...

[AI] FInstancedStruct is not dupilicated properly if values are different from an Actor's defaults

UE - AI - Jan 24, 2024

A licensee reports that the values of an FInstancedStruct do not get properly duplicated if they differ from the default values of the Actor or TArray to which they belong. Possible short-term wo ...

Lightmaps on Mobile Devices Appear Dirtied and Pixelated

UE - Platform - Mobile - Jun 19, 2015

Baked lighting on mobile has dirtied or pixelated lightmaps. When testing this issue I attempted to change various settings within the 'Lightmass' section and the changes made did not have much effe ...

Contains node for array allows different Reference with no error thrown

UE - Gameplay - Blueprint - May 9, 2017

When using the contain node for an array there is a delay is getting a proper warning to show under certain conditions. This issue occurs when a pin for the bottom is connected before the array is. ...