Incorrect number of parameters in empty Shipping version of the DrawDebugString() function signature

UE - Foundation - Core - Mar 26, 2019

The DrawDebugString() function has to versions. One is the actual function to display a string of debug text in non-Shipping builds, and the other is an empty function that is used in Shipping build ...

[Sound Cue][Blueprint API] - Setting a parameter value a second times does not work

UE - Audio - Apr 9, 2022

Setting a parameter on a Sound Cue from Blueprints more than once is not working. The first time a parameter is set works, but any following sets are ignored. This is a regression and does not occu ...

Crash when renaming assets from the Persona asset browser

Tools - Mar 3, 2015

Crash when renaming assets from the Persona asset browser [Link Removed] [Link Removed] LOG IS ATTACHED ...

Blueprint fails to compile when broken struct pin of Get Class Defaults is used

UE - Gameplay - Blueprint - May 8, 2017

When the Get Class Defaults node contains a struct pin, breaking the struct causes the resulting pin to read "StructName_StructVarName". This causes the blueprint to fail to compile if the pin is u ...

Root component transform is reset after reparenting an Actor-based BP with a non-native root to a parent with a native root.

UE - Gameplay - Blueprint - May 10, 2022

Two conditions for this bug to appear:The new actor class we are re-parenting to overwrites the root component in C++The map is not loaded while re-parenting No current workaround other than to rep ...

'Set Playback Position' node fires Timeline event even if 'Fire Events' is set to false

UE - Gameplay - Apr 30, 2015

'Set Playback Position' node fires Timeline event even if 'Fire Events' is set to false. User Description: Basically using the set playback position node to set a new time position for a timeline ...

Illegal Else Without Matching If

UE - Simulation - Physics - Feb 3, 2017

Looks like there's a missing if/else pair in BodyInstance.cpp ...

The drawing order of widgets becomes wrong when GlobalInvalidation is enabled,

UE - Editor - UI Systems - Slate - Nov 26, 2021

When trying to create a widget with specific steps, the drawing order may not be correct. This is not reproduced when Global Invalidation is disabled, and the state can be restored. This issue is pr ...

CSM shadow casters falsely culled due to incorrect primitive octree test

UE - Graphics Features - Shadows - Sep 13, 2024

While setting up whole scene shadows, CasterOuterFrustum is used to cull shadow casters from PrimitiveOctree. CasterOuterFrustum doesn't extend far back enough, which means that if an octree node fi ...

Packaged project crashes when playing sound from blueprint library with enum input after nativizing blueprints

UE - Gameplay - Blueprint Runtime - Aug 23, 2016

Packaged project crashes when playing sound from blueprint library with enum input after nativizing blueprints. Frequency: 5/5 Notes If nativize blueprints is turned off, the packaged project wor ...