Oculus Hand Components trigger a crash when Hand Tracking Support is changed

UE - Platform - XR - May 9, 2022

Oculus Hand Components trigger a crash while playing in editor when Hand Tracking Support is changed to Hands Only. ...

Editor crashes when selecting compile after copying a Custom event to another blueprint

UE - Gameplay - Blueprint - Jul 28, 2016

User will hit an ensure first when pasting a copied custom event, and will crash after compiling. ...

Converting a big function to a custom event places the nodes in a messy location

UE - Gameplay - Blueprint - Oct 8, 2019

The nodes of a big function are placed over the custom event node and other nodes in the Event Graph when the function is converted to an event. ...

Enabling "Support Deferred Rendering with Metal" Crashes on IOS device

UE - Platform - Mobile - Feb 8, 2017

After enabling "Support Deferred Rendering with Metal" and then launching to an IOS device (in this case iphone 6+) the game will no longer open and run. REGRESSION? Yes Worked in Binary 4.13.2 C ...

Cannot save blueprint using custom blueprint function library after a hot reload

UE - Gameplay - Blueprint - Dec 7, 2016

When a blueprint contains a function call from a custom blueprint function library, preforming a hot reload will prevent the blueprint from saving stating that the graph is linked to private object ...

Unable to rename Blueprint Custom Events Input Parameter to: "NEWPARAM"

UE - Gameplay - Oct 12, 2018

In an Actor blueprint, creating a custom event with an input parameter and renaming said parameter to "NEWPARAM" will not rename the parameter. Note: Renaming the parameter to another name, and t ...

Editor Crash when custom Enum is used as Set or Map container type

UE - Foundation - Core - Mar 14, 2017

Making a blueprint variable a container (a Set or a Map with the Variable's "Pin Type" set to a custom Enum) and restarting the editor causes the editor to crash when opening the blueprint. Note: O ...

Destructibles are not rendered correctly when fractured if Support Compute Skincache is enabled

UE - Simulation - Physics - Destruction - May 8, 2018

The rendering of the fractured pieces of a destructible is incorrect when Support Compute Skincache is enabled. The physics of the fractured mesh simulates correctly but the pieces do not render pro ...

Custom Events on an Actor Blutility with input parameters passes in garbage

UE - Gameplay - Blueprint - Sep 10, 2015

Custom Events with parameters in an Actor Blutility pass in garbage instead of reading the default value set. Tested in 4.21.2 (CL - 4753647), 4.22 (CL - 5660361), 4.23 (CL - 5755712) ...

Set Timer node does not stop the timer if it is set to zero by the Custom Event

UE - Gameplay - Feb 20, 2015

Set Timer node does not stop the timer if it is set to zero by the Custom Event. This is also true if Set Timer Delegates are used. ...