Migrating a blueprint based on a custom class breaks after migration

UE - Gameplay - Blueprint - Sep 21, 2015

When a blueprint that is based on a custom class is migrated from one project to another the references to the original class are held. This means that the blueprint is unusable in the new project, ...

Updating project to 4.12 corrupts Additive AimOffset thumbnail, causing log spam

OLD - Anim - Jun 6, 2016

Updating project to 4.12 corrupts Additive AimOffset thumbnail, causing log spamLogAnimation:Warning: Setting an additive animation (Owen_AimOffset) on an AnimSingleNodeInstance is not allowed. This ...

DefaultSceneRoot causes Get Actor Bounds to Return 128

UE - Gameplay - Jun 1, 2016

When using the Default Scene Root component in a blueprint with no additional components, the box extent of the Get Actor Bounds node is returning 128,128,128 instead of the expected 0,0,0. If you ...

SpawnActor node evaluates pure inputs twice

UE - Gameplay - Blueprint - May 9, 2017

When the node Spawn Actors from class is used with a pure input (in this case a pure function with a transform output) The result is that it get evaluated twice. In the test project provided a print ...

[CrashReport] UE4Editor_DestructibleMeshEditor!UDestructibleChunkParamsProxy::PostEditChangeProperty() [destructiblechunkparamsproxy.cpp:18]

UE - Simulation - Physics - Destruction - Sep 14, 2017

This is a somewhat common crash occurring for users in 4.17 User Descriptionsdeleted something Source Context 7 UDestructibleChunkParamsProxy::UDestructibleChunkParamsProxy(const FObjectI ...

Custom depth does not render on static meshes converted to blueprint without render custom depth option enabled

UE - Graphics Features - Sep 21, 2017

Custom depth does not render on static meshes converted to blueprint without render custom depth option enabled. This issue does not affect objects that are added as a component to a blueprint. To w ...

Static Mesh 's Light Map Coordinate Index set to 4 and execute a light build, the result will be incorrect.

UE - Graphics Features - Oct 1, 2018

Light Map Resolution is set to a small value (4 or 8), it will build normally. ...

Calling "GetCameraImage" rapidly ~10 times causes ARKit camera feed to stop updating

UE - Platform - XR - Nov 8, 2018

If you call the "GetCameraImage" function rapidly ~10 times, it causes the ARKit camera feed to stop updating.  Waiting for awhile or tapping some more seems to bring it back.   Tested on macOS H ...

Crashes when copying an array of actors that implement an interface into an array of interface references

UE - Gameplay - Sep 17, 2019

When assigning an array of actors that implement a specific interface to an array of the specific interface the engine crashes. This doesn't happen if the actor array is put through a for each loop ...

When changing the size of detail panel for animation state in Animation Blueprint diff tool, GetSelectedProfileName will occur crash

OLD - Anim - Jun 24, 2020

When trying to display BlendProfile property in Animation Blueprint diff tool, it will occur crash, because EditableSkeleton is null in SBlendProfilePicker::GetSelectedProfileName(). So, a followin ...