Building Packed Level Actors causes references to break in the Packed level Actors' Blueprints

UE - World Creation - Worldbuilding Tools - Level Instances - Oct 27, 2022

This is not a regression. Tested in //UE5/Release-5.0 CL 20979098 Building Packed Level Actors causes references to break in the Packed level Actors' Blueprints. Rerunning the Build > Pack Level Ac ...

Renaming a level containing Text3DComponent can cause crash

UE - Virtual Production - Jan 6, 2023

BuildTextMesh function queued as AsyncTasks may be called during saving (renaming) a level containing Text3DComponents.  The following workaround fix the problem. void UText3DComponent::BuildTextMe ...

[AI] Stack overflow in canRemoveVertex of DetourTileCacheBuilder

UE - AI - Navigation - Sep 28, 2023

User reports of stack overflow happening in canRemoveVertex in DetourTileCacheBuilder.cpp if a poly has more than 16 vertices. The array for edges is a fixed array and is written to without checking ...

Gameplay Debugger does not currently support basic input chords

UE - Gameplay - Input - May 21, 2024

A note from the user, seems like they have a fix for this already I've changed the type of UGameplayDebuggerConfig::ActivationKey to FInputChord and with ony small changes to surrounding code it ...

Blend Stack node doesn't have a valid FDeltaTimeRecord

UE - Anim - Runtime - Apr 19, 2024

The blend stack node doesn't generate any values for its DeltaTimeRecord.  This can be tested with the fix for [Link Removed] ...

Crash when creating StaticMesh repeatedly

Tools - Nov 21, 2014

UE4Editor crashes when creating static meshes. Event at startup time while it tries to create default object it crash sometimes. ...

Gameplay Tags with the string "None" as any of its hierarchical node identifiers behave incorrectly (because of an incomplete generated FGameplayTagContainer::ParentTags array)

UE - Gameplay - Nov 19, 2024

Currently, using the string "None" as a hierarchical node identifier inside a Gameplay Tag (for example "A.B.C.None.D.E.F") is not disallowed by the engine, but results in some incorrect behaviors. ...

NavMesh does not update properly when "Can Ever Affect Navigation" is toggled (For Static Meshes)

UE - AI - Sep 15, 2015

This issue is related to [Link Removed] (which was fixed). However if the user creates a new actor and then adds a static mesh they can end up with permanent holes in their nav mesh. If the user tog ...

Event does not fire at end of playback range

UE - Anim - Sequencer - Aug 29, 2016

Event does not fire at end of playback range. This does work with Forced Fixed Frame Interval Playback so wonder if this is invalid? I have some test content set up in //UE4/Main QAGame QA-Promoti ...

Crash on iOS loading into a scene with Media Framework assets

Media Framework - Sep 30, 2016

Following launching a packaged Media Framework project, the application crashes. Different behavior is observed between iOS versions. When tested in 7.1.2, the video played in the scene for a few s ...