Compiling blueprint with nested subobjects loses data

UE - Gameplay - Blueprint - Jan 25, 2018

The attached project is from a licensee who made a Quest system where a blueprint has several ConditionContainer instanced subobjects, that contain EdGraphs with custom question condition nodes. On ...

[CrashReport] GPUCrash - exiting due to D3D device being lost - D3D Hung - AMD

UE - Graphics Features - May 14, 2019

Separating [Link Removed] into Nvidia and AMD tickets.This ticket will house AMD information Exported data on 5/14/2019 with following Query:1 Month Time FrameMajorVersion is 4.22.1Callstack Contai ...

AssetManager ModifyCook does not correctly apply PrimaryAssetLabel references

UE - Foundation - Data Pipeline - Cooker - Feb 10, 2022

Right now the AssetManager uses different logic in ModifyCook vs VerifyCanCook, specifically related to secondary assets like textures or maps that are indirectly loaded by soft object paths and are ...

Crash when playing HLS video with ElectraPlayer on iOS16

UE - Media Framework - Mar 15, 2023

Licensee reported crash when playing HLS video with ElectraPlayer on iOS16. According to their research, we can avoid the fix by doing the following: Delete check() in the corresponding line Engine ...

Behavior of configuration file hierarchy is different from document

UE - Foundation - Core - Nov 6, 2015

Licensee reported behavior of configuration file hierarchy is different form document here (https://docs.unrealengine.com/latest/INT/Programming/Basics/ConfigurationFiles/index.html) Doc: 1. Engine ...

Compile error packaging for iOS and tvOS from Windows

UE - Platform - Mobile - Sep 29, 2016

Following error is displayed in the output log when trying to compile for tvOS:LogPlayLevel: UnrealBuildTool: In file included from /Users/engineqa/UE4/Builds/RDU-WD-7313/D/Build/joseph.wysosky_Main ...

High GPU Memory Consumption when Moving an actor that contains a SceneCapture2D

UE - Graphics Features - Mar 29, 2017

When using a SceneCapture2D within blueprints (as a component or actor blueprint) and moving the blueprint around while placed in the world (Capture Every Frame and Capture on Move enabled). The mem ...

[CrashReport] UE4Editor_SlateCore!SWindow::IsVisible() [swindow.cpp:1320]

Tools - Oct 12, 2017

This is a trending crash coming out of the 4.18 previews and 4.18.0. The callstack is similar to a Mac crash that was fixed in 4.16.2 - [Link Removed] User Descriptionswas testing 3rd person temp ...

Nativized BP Struct dependency can lead to a fatal loader stall

UE - Gameplay - Blueprint Runtime - Mar 7, 2018

Report of a chain of dependencies that can lead to a fatal loader stall in a nativized build:Thing -> BPStruct2BPStruct1 -> BPStruct2 The necessary order of operations is:BPStruct1 loadsBPStruct2 l ...

Incorrect level sequence playback in replay with sequence start time != 0

UE - Networking - Jan 16, 2020

"Our dynamic duplicate in-memory replays broke when an artist put an ULevelSequencePlayer in one of the dynamic source level levels. The UMovieSceneSequencePlayer base class has PostNetReceive call ...