PIE with Auto Recompile Blueprints disabled generates an error message asking to compile PROTO_BP Blueprints

UE - Gameplay - Blueprint - Mar 17, 2015

PIE with Auto Recompile Blueprints disabled generates an error message asking to compile PROTO_BP_Blueprint_0 and PROTO_BP_AnimBlueprint_0. Clicking Yes compiles, but any attempt to PIE thereafter g ...

ConstructorHelpers::FObjectFinder failing to compile with UPaperFlipbook

UE - Foundation - Core - Feb 21, 2017

If ConstructorHelpers::FObjectFinder is used with UPaperFlipbook as its class specifier, compiling the code fails with the following error: Error C2664 'void ConstructorHelpers::ValidateObject(UObj ...

Animation curves on Montages are not remapped when using a 'Compatible' skeleton

UE - Anim - Runtime - Jun 27, 2023

[Link Removed] From UDN: If you are using the new compatible skeletons feature and you have a Montage with an attribute curve on it, the curve is not correctly mapped to the target skeleton. So ...

Vector Parameter Values do not show values with material instances

UE - Graphics Features - Jan 22, 2018

There is an issue where Vector Parameter Values do not show values with material instances. There is a workaround to get the parameter to appear as intended but setting the specific parameters using ...

The Get node for the float value of Custom Axis Mappings only return 0.0 when called from Blueprints other than the Controller

UE - Gameplay - Input - Dec 3, 2014

The Get node for the float value of Custom Axis Mappings only returns 0.0 when called from Blueprints other than the Controller. Input from the player does not affect the value. Note: this works a ...

UDN: ChildBP - When replacing Static or SkelMesh Compoent inherited from the Parent Class, Socket list doesn't update

UE - Gameplay - Blueprint - May 21, 2015

This is simple, but maybe hard to explain, so hear with me. I've attached a sample project and Repro Steps below in case it's not clear. Basically: 1. Make BP_Parent with an unassigned Mesh (Stati ...

This user's project presents an Engine/Transient save error on certain Blueprints

UE - Gameplay - Blueprint - Apr 10, 2015

This user's project presents an Engine/Transient save error on certain Blueprints. When saving the CharmState Blueprint, this message pops up: Can't save ../../../../../UserProjects/jeffvoight_ciic ...

Desynchronised playback of firstime played SoundWaves with active AudioStreamCaching

UE - Audio - Mar 25, 2020

The SoundWave in the Content folder of the attached Project has been exported from Nuendo @ 120BPM 4/4, with a duration of exactly 1 Bar. The BP_Audio Actor uses the TimeSynthComponent to provide sa ...

Component properties cannot be edited for instances of a Blueprint if more than one instance of that Blueprint in the level is selected

UE - Gameplay - Blueprint - May 5, 2017

Properties of components that are added to a Blueprint cannot be set in the Details panel for instances of that Blueprint in the level if multiple instances are selected. These components also do no ...

Anisotropy not working correctly when used in Material Layers

UE - Rendering Architecture - Materials - Jan 17, 2024

1. When a Material Layer is applied and there is no node connected to Anisotropy in the master material(M_Test_1), the material does not function correctly after packaging, although it works properl ...