Adding entries to TMap in custom asset type not always reflected without restarting editor

UE - Gameplay - Blueprint - Aug 22, 2017

If you adding entries to a TMap in a custom asset type in the content browser, after a certain number of entries the last entry fails to be found with the "find" function for TMaps in blueprints, ev ...

Combo box does not function in packaged build

UE - Editor - UI Systems - May 10, 2017

The ComboBox (string) element for UMG is not correctly displaying, The array options do not appear and can not be selected, for the packaged build, while PIE behaves as expected. Regression: This ...

Recompiling blueprint breaks Instanced class property inside child actor

UE - Gameplay - Blueprint Compiler - Apr 7, 2022

When a blueprint class that contains an instanced property is used as the class for a child actor template, recompiling that class results in a disconnect between the instanced subobject in the blue ...

Root Motion Not Retained when Retargeting Animation Assets from UE4 to UE5

UE - Anim - Rigging - Retargeting - Apr 12, 2022

Occurs 5/5 Times RootMotion of an animation asset is not retained when retargeting Root Motion Animation asset from UE4 to UE5.  ...

PCG Graph on 2x2 Landscape incorrectly displays weight on paint layers

UE - World Creation - Procedural Tools - PCG Graph - May 26, 2023

In my example picture I have "Grass" set as the target attribute area but the debug cubes are appearing on the dirt and snow as well.  This only happens when the landscape subsections are set to 2x ...

Compiler warning after renaming variable in animation template

UE - Anim - Runtime - Anim Blueprints - Aug 15, 2023

See UDN: [Link Removed] ...

Passing a TAssetPtr into a BlueprintImplementableEvent results in a build error in the generated code.

UE - Foundation - Core - Dec 2, 2015

Trying to pass a TAssetPtr to a BlueprintImplementableEvent function will result in a build failure. It appears that the TAssetPtr should be passed as a const reference, but this results in an error ...

Projects that use plugins located outside of either the Engine or Project directories cannot be deployed.

UE - Foundation - Cpp Tools - Plugin System - Dec 5, 2016

Trying to deploy a project that uses an external plugin (not located in either Engine/Plugins or Project/Plugins) will fail. The error message states that it is looking for the plugin to be located ...

[CrashReport] UE4Editor_ClothingSystemRuntime!FClothingSimulationNv::UpdateLod() [clothingsimulationnv.cpp:801]

UE - Simulation - Physics - Character - Apr 26, 2017

This is an early trending crash coming out of the 4.16 Preview. This has also been experienced internally on an internal project ([Link Removed]) User descriptionsCreate new cloth asset > Apply ne ...

The number of elements in an array remain the same as the default when duplicating an actor

UE - Gameplay - Blueprint - Feb 22, 2017

If a user removes elements from an array in an instance of that blueprint in the level and then duplicates the actor (in the level ) containing the array, then the resulting actor will have the orig ...