[CrashReport] UE4Editor_UMG!CastChecked<UUserWidget,UObject>

UE - Anim - Sequencer - Aug 14, 2017

This is an early trending crash in the 4.17 release. This may be a regression as there is no initial evidence of this callstack occurring in 4.16. User DescriptionsJust compiled my widget Source C ...

[CrashReport] UE4Editor_SlateCore!SWindow::IsVisible() [swindow.cpp:1320]

Tools - Oct 12, 2017

This is a trending crash coming out of the 4.18 previews and 4.18.0. The callstack is similar to a Mac crash that was fixed in 4.16.2 - [Link Removed] User Descriptionswas testing 3rd person temp ...

Reliable subobject creation bunch may overwrite previously received property on the actor

UE - Networking - Jun 21, 2024

This seems to occur because of how reliability and the retransmission of dropped data is handled in the engine. If a reliable bunch is dropped, the entire bunch will be resent, but any unreliable bu ...

Calling a parents function that is used in a child blueprint from a spawn actor from class node that is being called back in the parent will cause an error

UE - Gameplay - Blueprint - May 14, 2015

If the user calls a function (We will call it "Parent's Function") from a child blueprint and then turns around and tries to call that implementation of the Parent's Function with in the parent it's ...

Startup Movies not Copied to Content/Movies Directory in Content Browser

Tools - Oct 5, 2016

Startup movies are not being copied to the Content/Movies directory within the Content Browser. This can be confusing to users as it is not editable, but still functions correctly as a startup movie ...

Native variable references like GameplayAttribute cannot be searched by "Find in Blueprints" or "Asset Search"

UE - Framework - Blueprint Editor - Jan 4, 2023

"Find in Blueprints" does not turn up results when searching a GameplayAttribute by name, even when there is a GameplayEffect blueprint that has a modifier for that GameplayAttribute. This is becau ...

UNetDriver server-side hitch results in ActorInfo->NextUpdateTime far into future

UE - Networking - Feb 16, 2024

A high UWorld::Tick DeltaSeconds (i.e. GameThread hitch) results in a high UNetDriver::TickFlush DeltaSeconds. This DeltaSeconds can high (many seconds) if the hitch is long. This value then affects ...

Exporting Mannequin to Blender then Re-importing to UE4 Incorrectly Rotates Animations by 90 Degrees

OLD - Anim - Jun 16, 2015

Exporting the UE4 Mannequin to Blender then re-importing to UE4 breaks the animations, causing them to reimport rotated 90 degrees ...

Animation Orientation does not Auto-Convert to UE4 Coordinates when Reimporting

OLD - Anim - Nov 23, 2015

Animation orientation does not auto-convert to UE4 coordinates when reimporting the same way it does when importing the same animation as a new import. In other words, a run animation generated from ...

BulkData Async loading remains in memory

UE - Foundation - Core - Oct 26, 2016

Gil's new loading path may already walk away from this issue. But here's some thing I tested locally if we want to fix this. A simple way to fix is to simply add BulkDataAsync.Deallocate(); ResetA ...