Crash in K2Node_CallFunction

UK2Node_CallFunction::GeneratePinTooltipFromFunction relies a lot on loops that increment the index used to check the individual characters in the comments. The problem is that there are a few miss ...

Enhanced Input Pressed Trigger firing twice

UE - Gameplay - Input - Apr 14, 2024

GetTriggerEvent() in a function bound to an enhanced input action in C++, returns "Triggered" when bound to the "Started" trigger event. ...

Shouldn't be able to add wildcard rerouters

UE - Gameplay - Blueprint - Dec 5, 2014

Dragging off the result of the Ease function and selecting Add Reroute Node creates a wildcard reroute node that is not connected to the Ease output. The two nodes cannot be connected. ...

DemoNetDriver can cause ClearVoicePackets to be called multiple times in one tick

UE - Networking - May 18, 2022

Because DemoNetDriver doesn't override PostTickFlush, it will call the base UNetDriver's PostTickFlush. When both the game NetDriver and DemoNetDriver are ticked, this results in the online interfac ...

TraceString for TChar strings has an erroneous return statement leading to unreachable code

UE - Foundation - Insights - Oct 23, 2024

In StringTrace.cpp, the TraceString(const TCHAR* InString) function has an erroneous return statement before UE_TRACE_LOG_DEFINITION within the branch checking if the string is already in the set. ...

ResavePackages commandlet breaks sublevel translation

UE - Gameplay - Feb 26, 2019

Rebuilding lighting with commandlet will move hidden sublevels Confirmed in 4.23 MAIN @ CL 5194133 ...

Temperature slider seems to be inverted

UE - Graphics Features - May 6, 2015

The slider for the temperature gauge on lighting seems to be inverted. The cooler the temperature is, the redder the shade. The hotter the temperature gets, the cooler it looks (blue). ...

There is no indication that CreateDefaultSubobject will not work from within a Component/Nested subobject

UE - Gameplay - Components - Aug 16, 2022

We should at least update the comments on the CreateDefaultSubobject function warning people about the troubles and weird behavior that could occur when you call it from within a nested subobject  ...

Having Mirrored UVs Breaks Render To Texture Even When Using Different UV Channel

UE - Graphics Features - Oct 24, 2016

If the static mesh has Mirrored UVs on channel 0 it will mess up the "Unwrap UVs for Render" functionality even when using a different channel for UVs that don't have mirrored UVs. ...

MS_VertexAnimationTools_MorphTargets are not deforming and reforming

UE - Graphics Features - Sep 20, 2017

The Material should be contracting and expanding if it is working correctly, but after version 4.16 it is not. Instead it is solid in appearance in the material editor viewport. Below I have linked ...