Owner No See option does not correctly apply to widgets using screen space

UE - Editor - UI Systems - Aug 17, 2017

When using the Owner No See option with Widgets, if the widget is set to display on the screen rather than the world, then the option does not affect the widget as intended. Other forms of changing ...

Render state for InstanceStaticMesh doesn't recreate after modification of instances list with RemoveInstance

UE - Gameplay - Blueprint - Sep 14, 2017

When Remove Instance is called for an instance static mesh component, the render state is not properly updated, causing some of the instances to not be visible. Workaround: Forcing a call to PostEd ...

[CrashReport] Fatal error: Cast of nullptr to Object failed

UE - Gameplay - Oct 5, 2017

This is a common and longstanding crash that has affected many users since at least 4.11. Source context not available (error in user code?). User DescriptionsI was duplicating a Set function in c ...

BroadcastOnActorMoved is not being called

Tools - Feb 13, 2018

In 4.18, BroadcastOnActorMoved() is no longer being called when an actor is moved in a level. The PostEditChangeProperty() function checks to see if the name of the property that was changed matches ...

Crash opening Soul City in 4.19

UE - LD & Modeling - Terrain - Landscape - Mar 15, 2018

This does not reproduce in 4.18.2 I spoke with Tim G. from the tools team and we tried a few things. 1stOpened LV_Soul_Slum in 4.18Exported the landscape height mapOpened a level in 4.19 and impor ...

Previewing Node in Material Editor Produces Unexpected Output with DX12

UE - Graphics Features - May 16, 2018

Per Licensee: Since we switched to DX12 we started to see strange behavior in material previews. I was able to reproduce the problem in UE 4.19 vanilla as well. We usually have to force recompilin ...

The 'Add New Key' button does not function within the Actor Sequence Editor within an object that has the Actor Sequence Component.

UE - Anim - Sequencer - Jul 26, 2018

The Actor Sequencer Timeline appears to not be able to correctly recognize the variables manipulated within the viewport. Thus, when attempting to add a keyframe after moving a component, within the ...

Editor Crashes when enabling Vertex Colors on an imported Skeletal Mesh with Morph Target Animations

UE - Graphics Features - Oct 11, 2018

Licensee wants to be able to import skeletal meshes which have Vertex Colours (their entire game is Vertex Coloured) and Morph Target animation, but they're seeing a crash when toggling Vertex Color ...

Can't access Actor in Sublevel from Persistent Level Blueprint

UE - Gameplay - Oct 17, 2018

You are unable to access or create references to any Sublevel Actors in the Persistent Level Blueprint. Licensee reports being able to select the Sublevel Actor and then right-click to create a refe ...

Query Params are ignored when using EQS

UE - AI - Jun 26, 2019

Trying to set the Bool Match as a Query Param causes the value to not be recognized. It just thinks the value is whatever default value it has instead of reading it from the params set in the Behavi ...