Adding "Add Velocity" module to event handler stage causes ensure (ensureMsg)

UE - Niagara - Scripting - Dec 19, 2023

Adding a module which has Required Dependencies (such as "Add Velocity") to event handler stage causes ensureMsg. > > In system /Game/NewNiagaraSystem.NewNiagaraSystem, module AddVelocity (NiagaraN ...

Match3 Crashes on IOS and Android when Packaged using Nativized Blueprint Assets

UE - Gameplay - Blueprint Runtime - Aug 19, 2016

Match3 crashes shortly after being opened on both Android and IOS devices when the experimental blueprints option "Nativized Blueprint Assets" is enabled. Verified that the issue does not occur if ...

FAssetRegistry::SaveRegistryData fails check on redirected umaps

Tools - Feb 22, 2017

When FAssetRegistry::SaveRegistryData() is invoked for a umap redirector it will fail the check check(!bIsMap || (InDependencyType == EAssetRegistryDependencyType::Soft)); Because the redirector ...

Nullptr dereference in FHeadMountedDisplay::UpdateSplashScreen()

UE - Platform - XR - Apr 5, 2017

A customer has had problems running a game with a splash screen when passing -game flag to the editor. UpdateSpashScreen will call GetCurrentFrame, which can return a nullptr but fails to verify it ...

Sine Wave audio plays choppy in editor

UE - Audio - Dec 4, 2017

Playing a sine wave as an audio sample in the editor produces a choppy sound when it does not outside of the editor. This issue does not appear to be a regression. Versions Tested: Issue occurs in ...

Impossible to reparent blueprint class that has a broken parent class when using compilation manager

UE - Gameplay - Blueprint Compiler - Dec 8, 2017

Alternatively use BP_ParentClassIsMissingType in QAGame ...

Levels Panel "Move To" function does not move level to desired location

Tools - Jun 6, 2018

Levels Panel "Move To" function will not move level to the desired location. The menu will stay open and do nothing when you try to move it.  Found in 4.18 CL# 3832480,  4.19 CL# 4033788, 4.20 Prev ...

Animations don't update on the first frame of shots

UE - Anim - Sequencer - Jul 11, 2018

Looks like this only happens for shots. I think this is because the tick prerequisites get set up on the frame of evaluation, and the skeletal mesh component doesn't get ticked until the next frame. ...

Swapping between Multiple Cloth Skeletal Meshes and Animation Classes in a Character Blueprint causes the Engine to crash

UE - Simulation - Physics - Aug 2, 2018

When changing Cloth Skeletal Meshes and Animation Blueprints on a Character it will cause the Engine to crash during PIE. This is a regression from 4.19.2 (CL-4033788) as it was working as expected ...

Finish or Custom Event Tracks in a Timeline don't execute when 'Set New Time' is being used

UE - Gameplay - Aug 8, 2018

When using Finish or Custom Event Tracks in a Timeline, they won't execute when 'Set New Time' is being used with another Timeline or Float value. This issue was reported and tested in 4.19.2 (CL ...