Nullptr Ensure and crash after HotReloading

UE - Foundation - Core - Jan 26, 2017

Following my repro, I hit an ensure and crash. The two times I tried to repro after my first crash resulted in different call stacks. I'll comment the other Jiras once I have them in. One of my cra ...

Connecting GetSequenceBinding node to LevelSequence including Spawnable Actor etc. will result in error

UE - Gameplay - Blueprint Editor - Feb 22, 2018

[Link Removed] ・Open attached project ・Open NewMap ・Confirm that an error appears on the console ・When creating a Windows (64-Bit) package in this state, the same error occurs ...

FTextLocalizationManager::UpdateFromLocalizationResource is discarding data

UE - Editor - UI Systems - Localization - Mar 1, 2016

FTextLocalizationManager::UpdateFromLocalizationResource is loading LocRes data into a temporary, rather than loading it into a reference to an entry in LocalizationEntryTrackers. ...

Gameplay Tag Query using NoTagMatch expression does not construct DebugString properly

UE - Gameplay - Nov 1, 2018

The code in GameplayTagContainer.cpp has code for generating debug strings representing tag queries. Compare the code in EmitTokens in all other queries to the code in UEditableGameplayTagQueryExpre ...

virtual texture lightmap crash due to pixel format r8Unorm_srgb in MacEditor

UE - Rendering Architecture - RHI - Mar 4, 2021

Currently r8Unorm_srgb is required by virtual texture lightmap, and the Metal RHI simply forbids r8Unorm_srgb on Mac platform. Since the latest MacOS 11.0+ have the support of r8Unorm_srgb, we shoul ...

BBKeySelector does not handle multiple Object types

UE - AI - May 30, 2016

It's not possible to configure a BB key selector to accept multiple different types of UObjects. The issue comes from using strings to identify declared key type filters, which doesn't work well fo ...

Insufficient stack size in async MediaCapture thread

UE - Virtual Production - IO - Media - Aug 21, 2023

Reported from our partner Babooblab: The UDN Customer does not give any detailed information to reproduce the issue. However they specify the kind of issue (stack overwflow) and give a possible sol ...

Widgets always come in to viewport with a zorder of 0 after being removed and added back

UE - Editor - UI Systems - Apr 8, 2015

If a widget is removed from parent and then gets added back to the screen later it will come in with a zorder of 0. ...

Execute Console Command r.SetRes Fullscreen breaks Dynamic Skylights when tied to Event BeginPlay

UE - Graphics Features - Apr 6, 2017

Using the Execute Console Command 'r.SetRes 1920x1080f' directly with an Event BeginPlay node within blueprints, any Stationary/Movable Skylighting information is no longer visible. A simple workar ...