Packaging a runtime plugin in a Blueprint project causes some Editor files to be deleted

UE - Foundation - Cpp Tools - Oct 22, 2018

Attempting to package a runtime plugin (does not occur with a Development plugin) in a Blueprint project fails in 4.21 Preview 2. This also causes some Editor files to be deleted, including the Modu ...

Project no longer builds when .cc file is included in the project

UE - Foundation - Cpp Tools - Jan 15, 2019

Including files with a .cc extension instead of .cpp in a code project used to build fine in Visual Studio. This is no longer the case in 4.21.2. The error message that results indicates that only C ...

Project Version setting not reflected in a project's packaged executable's property details

UE - Foundation - Cpp Tools - Feb 5, 2019

When a Project Version value has been specified in the Project Settings, this value is not set into either the File Version value or the Product Version value in a packaged game. The File Version va ...

D3D Device Lost 'HUNG' crash in FD3D11Viewport::PresentChecked

UE - Graphics Features - Oct 31, 2016

This is a new D3D crash affecting multiple users in 4.14 Preview 1. It is currently the #1 crash in the Preview. Information provided by users:Just pressed create project...Openning QA Game with - ...

GAS: Ability that destroys owning actor on activate causes crashes due to ABILITYLIST_SCOPE_LOCK

UE - Gameplay - Gameplay Ability System - Oct 31, 2023

A GameplayAbility that destroys its owning actor inside ActivateAbility() causes a crash, because actor destruction will modify the ability list but ActivateAbility() is called within an ABILITYLIST ...

Crash when loading TM-MotionControllers in a packaged build

Docs - Samples - Oct 26, 2016

Packaged QA Game crashes when opening "TM-MotionController" This issue did not occur in 4.13 This is also affecting KiteDemo. Cinematic will crash when Editor Content is not included in the packag ...

[CrashReport] UE4Editor_CoreUObject!TFastReferenceCollector<1,FGCReferenceProcessor<1>,FGCCollector<1>,FGCArrayPool,0>::ProcessObjectArray()

UE - Foundation - Core - UObject - Jul 19, 2017

This is a common crash affecting users in 4.16. Over 100 users have been affected, although they have not provided additional information. Source Context 469 TokenStreamIndex++; 47 ...

Sequencer animations using Skeletal Mesh Pose don't play properly if following another sequence with an animation using Keep State

UE - Anim - Sequencer - Feb 20, 2019

The bug affects skeletal mesh animations when played in sequencer with AnimBP after another animation which was set to Keep State. This is a follow-up to [Link Removed]. Two animations now play cor ...

Callling "Get[AxisMapping]" or adding AxisMapping Event node in blueprint will break code input implementation for that axis mapping

UE - Gameplay - Input - Aug 17, 2016

When character input is defined in code, adding a call to the Get[AxisMapping] node in blueprints causes input for the specific mapping to fail. Note: This only affects code based input, Blueprint ...

BSP brushes get Clipped or Disappear relative to the Surface Normals of a nearby Brush when Deleting/Flipping Faces

UE - LD & Modeling - Modeling Tools - BSP - May 1, 2017

While testing this issue it was interesting to discover how the surrounding BSP's were affected. They seemed to clip/disappear according to the surface normals of the deleted brushes. There is a si ...