Creating BlueprintActor from EmptyActor produces an Actor with multiple DefaultSceneRoots

UE - Gameplay - Blueprint - Jan 24, 2020

This does not happen with UE4.22. Maybe related to CL#7462096 and CL#7476283. These are fixes for [Link Removed]. ...

UserDefinedEnum variables in UserDefinedStructs aren't properly updated when the enumerations are reordered.

UE - Gameplay - Feb 4, 2020

UserDefinedEnum variables in UserDefinedStructs aren't properly updated when the enumerations are reordered. FEnumEditorUtils::BroadcastChanges fixes up Blueprints but not UserDefinedStructs.  ...

TSlateMaterialShaderPSDefault cast error when opening Platform Stats in Lyra's M_UI_Base_BordersAndButtons Material

UE - Rendering - Architecture - Materials - Jun 16, 2022

Licensee has provided a potential fix, please see the UDN link. Callstack attached utilised -onethread ...

Load Error with DeferredDependencyLoading

UE - Framework - Blueprint Editor - Jun 19, 2022

If re-define the macro USE_CIRCULAR_DEPENDENCY_LOAD_DEFERRING to 0, the component is editable in detail panel. But I'm sure it's not a good fix. ...

Content browser asset import:If importing only one asset, make sure it selected in the content browser

UE - Editor - Open File Formats - Import and Export - Sep 27, 2022

Selecting the just imported asset will speed up workflow. Fix should be done for legacy and interchange importer ...

FEnhancedActionKeyMapping struct has incorrect comparison results

UE - Gameplay - Input - Nov 11, 2022

The fix for this is to override the  FEnhancedActionKeyMapping::operator== to account for the deep copy that happens on modifiers instead of comparing addresses ...

ToString() from a StringTable entry now returns <MISSING STRING TABLE ENTRY>

UE - AI Workflows - UI Systems - Localization - Apr 10, 2024

This is a regression from 5.3 that has been fixed in Main (32476819, for 5.5), but needs merging into 5.4. ...

Niagara - The "Apply" button on the toolbar does not get enabled when changing the checked state of an entry in "Propagated Static Switch Values" for a function call node.

UE - Rendering - Architecture - Niagara - Apr 7, 2025

Consider a Niagara Function Script containing a Static Switch node with the "Expose as Pin" option disabled for its selector variable. Now consider another Niagara Function Script or Module Script ...

Packaging fails with Event Driven loader enabled and two function libraries reference each other

UE - Foundation - Core - Mar 29, 2017

Packaging fails with Event Driven loader enabled and two function libraries reference each other even though the functions referenced in each library to NOT call each other in such a way as to creat ...

Array inputs on event dispatcher cause a compiler note.

UE - Gameplay - Blueprint - Apr 13, 2017

Looks related to [Link Removed], but it appears that something was overlooked. Probably requires a similar fix for the delegate node. ...