CreateWidget node keeps reference to created widget on output pin

UE - Gameplay - Blueprint - Oct 17, 2017

There was an issue in 4.16 (fixed in CL# 3437205) in which blueprint output pins would hold on to object references until the blueprint was destroyed. It appears that an additional fix may need to b ...

FScreenSpaceData in Material Custom Expression Does Not Work in 4.19p2

UE - Graphics Features - Jan 26, 2018

When creating a Post Process material in 4.19 with a Custom expression that uses FScreenSpaceData, material editor is unable to compile, and material renders incorrectly. This does not happen in 4.1 ...

ETriggerEvent::Canceled is not set when the player controller is set to "UI Only" in Enhanced Input

UE - Gameplay - Input - Apr 20, 2022

From the UDN:When setting the PlayerController input mode to "UI Only", all game inputs are blocked/frozen to their current state, and release (ETriggerEvent::Canceled) is not called on them. Any in ...

Creating a function with parameter type TEnumAsByte<MyEnum> will crash while compiling

UE - Editor - Workflow Systems - Jan 11, 2022

This is a regression.This does not affect UE5. Creating a function with parameter type TEnumAsByte<MyEnum> will crash while compiling. In 4.26 and UE5 the code compiles without issue, and the user ...

Skeletal Meshes with imported LODs will use the highest LOD when generating Nanite, rather than LOD0

UE - Graphics Features - Nanite - Jan 14, 2025

In the SkeletalMeshBuilder, Nanite is generated when enabled regardless of the LOD being requested. Since the Nanite enablement parameter is set on all LODs in USkeletalMesh::BuildLODModel and LODs ...

Using World Composition with networked applications will cause sublevels to be loaded on clients and not properly replicate.

UE - World Creation - Worldbuilding Tools - World Composition - Dec 15, 2016

World Composition is set up to actively manage when levels are loaded and unloaded. However, using this in network applications can cause clients to load levels instead of the server (if a client wa ...

RewindDebugger visual artifacts when actor's LOD switches during recording when using MetaHumans

UE - Anim - Gameplay - Mar 28, 2024

Rewind debugger sometimes behaves incorrectly during lod switches. Users have found this on a metahuman. ...

Irrelevant If Else call in ScriptCore.cpp

UE - Gameplay - Blueprint - Nov 3, 2016

On line #1301 in ScriptCore.cpp, there is the following if statement:if (Function->FunctionFlags & FUNC_Native) { Function->Invoke(this, NewStack, ReturnValueAdress); } else { Fu ...

Missing check for nullptr in Linker.cpp

UE - Foundation - Core - Nov 3, 2016

At line 610 in Linker.cpp, the following declaration is made:UPackage* FilenamePkg = (ExistingPackage ? ExistingPackage : CreatePackage(nullptr, *PackageNameToCreate)); if (FilenamePkg != Exis ...

Unnecessary extra condition check in PropertyStruct.cpp

UE - Foundation - Core - Nov 3, 2016

On line 300 of PropertyStruct.cpp, there is the following if check:if ((Struct->StructFlags & STRUCT_SerializeFromMismatchedTag) && (Tag.Type != NAME_StructProperty || (Tag.StructName != Struct->Get ...