Reset to default behavior for arrays is inconsistent about updating customized struct headers

UE - Editor - Workflow Systems - Jun 22, 2023

The behavior for resetting the default for customized struct properties is inconsistent and needs to be reviewed and fixed. Currently we see this behavior:In non-array properties, the header will be ...

The pak file specified in PakFileRules is not created correctly

UE - CoreTech - Aug 8, 2023

The rules by which chunks are created are ambiguous and currently do not ensure that both PakFileRules and PrimaryAssetLabel settings are reflected. In this sample, depending on the PrimaryAssetLabe ...

[CrashReport] FIntroTutorials::AnalyticsEventNameFromTutorial()

Tools - Jul 6, 2017

This is a common crash that appears to have started in the 4.16.1 hotfix, but has occurred with more frequency in 4.16.2. User DescriptionsAfter the blueprint tutorial, I pressed "play", pressed ES ...

Crash after setting a key on a Rotation Track, then trying to right click the key with Transform track collapsed

UE - Anim - Sequencer - Aug 3, 2016

Error message: Access violation - code c0000005 (first/second chance not available) Source Context: 336 337 if (bHasRotationKeys) 338 { 339 TSharedRef<FStru ...

Incorrect behavior after attaching an actor to a non-root component of another actor in the Editor

UE - Editor - Workflow Systems - Jul 3, 2024

UE allows actors to be attached to other actors. More precisely, it allows the root component of an actor (child) to be attached to any component of another actor (parent). From now on, "parent" and ...

Regression - Inherited component properties on actor instances of derived blueprints are silently reset to defaults when the blueprint is compiled, causing data loss

UE - Gameplay - Jul 19, 2024

In certain circumstances, when a derived blueprint is compiled, all properties from its inherited components can be silently reset to defaults on instances placed on the current level. This results ...

Crash While Compiling Blueprint in FBlueprintEditorUtils::RefreshExternalBlueprintDependencyNodes()

UE - Gameplay - Blueprint - Jun 7, 2016

Having an actor blueprint (A) that contains an array variable of references to another actor (B) that is connected to a Length node and a Vector array that is connected to a ForEachLoop causes bluep ...

D3D HUNG crash with Aftermath result: CullLights

UE - Graphics Features - Apr 27, 2017

This is a specific subset of D3D HUNG crashes from [Link Removed]. This JIRA is for the crashes with the following results from Aftermath: [105]LogRHI:Error: [Aftermath] Status: Timeout [105]LogR ...

Always Relevant actor may replicate incorrect movement mode when the walkable floor becomes irrelevant

UE - Gameplay - Player Movement - Feb 26, 2024

When the character class is set to always relevant, if a client travels very far away from another character, such that the character is relevant but the component they're standing on is not (but al ...

LIVE: EDITOR: SPEEDTREE: CRASH: When using SpeedTree with Fracture Tool editor crashes

UE - Graphics Features - Aug 11, 2014

Crash Reporter information added for 4.7.2 - 4.7.6 Also Reproduced in Main Promotable-CL-2527312 Crashes from current engine seem to be predominately from Open World Content Assets. including Rep ...