Sandbox Visitors can fail on empty directories on non-Windows platforms

UE - Core - Systems - Jul 11, 2024

When a Sandbox Visitor checks a directory and it doesn't exist, it returns true on Windows and false on other platforms. The code that uses the result of this check, IterateDirectory, doesn't conti ...

Replacing non-sequence asset on asset player produces false "Cannot replace" message

OLD - Anim - Nov 29, 2016

When attempting to replace a non-sequence asset on a player node (such as blend space or aim offset), the user will see a "Cannot replace with a sequence player" message, even though they are able t ...

Latent Actions do not execute if the blueprint name contains non-english characters

UE - Foundation - Core - Oct 27, 2020

REGRESSION: Issue started occurring with 4.25.4 Blueprints with non-English characters in their name will not trigger latent actions. The following warning appears in the log in this case: LogScr ...

EditorOnlyReferences on actor descriptions are not properly computed/can include non editor only references

UE - World Creation - Worldbuilding Tools - World Partition - Sep 3, 2024

From licensee:"[...] the issue is that ActorsReferencesUtils::GetActorReferences (/FArchiveGatherExternalActorRefs) will only analyze a reference to an object (/actor) once, if it's editor only the ...

Calling UBlueprintMapLibrary::GenericMap_Find with a non-existent key causes a memory leak

UE - Framework - Blueprint - Apr 15, 2025

When Calling UBlueprintMapLibrary::GenericMap_Find with a non-existent key, the function construct the default structure in-place on the given pointer without destroying the object. This behavior ca ...

Non wrapped UVs in static mesh cause incorrect UVs on (HLOD) merged static mesh

UE - World Creation - Worldbuilding Tools - HLOD - Apr 27, 2016

HLOD seems to Generate Lightmap in the wrong UV Channel. Export a specific LOD and generating Light Map UVs, it seems like the lightmap UVs are always generating in the the channel 0, messing up th ...

Address Sanitiser in MSVC incorrectly identifies a non-virtual destructor, but the class is not polymorphic

UE - Rendering - Architecture - Shaders - Jun 11, 2024

When built with Address Sanitiser, the engine can except in FShaderPipeline::FindOrAddShader on deletion of the Shader pointer. This appears to be in error as FShader is asserted to be non-polymorp ...

UHT fails to parse non-inlined UFUNCTION with RESTRICT keyword in parameter list

UE - Foundation - Cpp Tools - UnrealHeaderTool - Jul 2, 2019

When you have a non-inlined ufunction, UHT fails to parse the restrict keyword in its parameter list. Note: The following compiles (notice that the only change is the use of the FORCEINLINE keywo ...

Client may receive failure message before ClientTravel RPC during non-seamless travel

UE - Networking - Aug 9, 2022

See linked UDN for more info. When a server initiates a non-seamless travel, it will inform any connected clients by sending the reliable ClientTravelInternal RPC. After a delay (controlled by Serve ...

Calling RemoveAllAnchors function on a non-clustered geometry collection falls extremely fast

UE - Runtime - Deformable - Feb 8, 2023

Non-clustered geometry collections applied RemoveAllAnchors are not put into FPBDRigidsSOAs::DynamicGeometryCollectionArray, so acceleration is not reset every tick and they fall super fast. The fol ...