UEnhancedInputUserSettings::LoadOrCreateSettings does not handle the changing of a settings class in the editor

UE - Gameplay - Input - Jun 3, 2024

proposed fix seems ok to me:  UEnhancedInputUserSettings* UEnhancedInputUserSettings::LoadOrCreateSettings(ULocalPlayer* LocalPlayer) { UEnhancedInputUserSettings* Settings = nullptr; ...

[CrashReport] PhysX3PROFILE_x64!physx::Sc::BodySim::activateInteractions() [scbodysim.cpp:496]

UE - Simulation - Physics - Jul 19, 2017

This is a common crash affecting users in 4.16. The callstack is very similar to [Link Removed], which has previously been fixed. User DescriptionsTesting destruction of generated destructables. T ...

Current animation asset is lost in animation preview when a post process anim BP is compiled

UE - Anim - Runtime - Anim Blueprints - Aug 3, 2020

UDebugSkelMeshComponent and PreviewInstance are lost current animation asset. There are 2 ways to fix below void UDebugSkelMeshComponent::InitAnim(bool bForceReinit) { // If we already have Pre ...

ISequencer::OnPlayEvent does NOT fire at the end of playback in Sequencer editor

UE - Anim - Sequencer - Jul 8, 2022

ISequencer :: OnStopEvent is executed when pause, but not when playing to the last frame and stopping automatically. This is because OnStopDelegate.Broadcast(); is only in FSequencer::Pause(). When ...

Static/stationary child actor components are invisible and/or move position when placed inside a dynamically loaded level

UE - Framework - Components - Oct 31, 2024

When loading a non-world partitioned level into a persistent world partitioned level, parent actors with child actor components within the loaded map will move position or become invisible. Within t ...

Make literal container nodes (e.g. MakeArray) do not cast object ref output terms linked to interface-typed input pins.

UE - Framework - Blueprint - Jan 28, 2023

As with most nodes, object reference outputs can be directly connected to interface-typed inputs on "make container" nodes (e.g. "MakeArray") if the object's class type implements the interface clas ...

Only 2 out of 4 Split Screen characters appear in TM-SplitScreen

UE - Gameplay - Oct 3, 2016

Only two characters appear in the playing field after hitting PIE. There are 4 separate screens, which I expected there being one character for each screen. 4 Characters used to spawn and now only 2 ...

[CrashReport] UE4Editor_Engine!FPhysScene::SyncComponentsToBodies_AssumesLocked() [physscene.cpp:1271]

UE - Simulation - Physics - Dec 1, 2017

This is a common crash in 4.18 and 4.18.1. The callstack shares similarities to [Link Removed], although that has been confirmed fixed in 4.18. Included in the same crashGroup are also a few Ensur ...

Crash when enabling dynamic branch on static switches in Post Process Materials

UE - Rendering Architecture - Materials - Jun 28, 2023

[Link Removed] Some functions to access parameters don't take into account the newly added runtime static switch parameters. It should be straightforward to fix these up: void UMaterialInstance:: ...

Material expression If node has been broken, major regression that shipped in 4.6

UE - Graphics Features - Dec 9, 2014

This sounds legit. Anyone mess with the if node recently? There seems to be a regression where existing content is broken. This should be fixed ASAP and patched into 4.6. https://forums.unrealen ...