Adding a custom plugin to a code project that is in the root location of a drive will result in an error stating that the plugin was found in two locations

UE - Foundation - Cpp Tools - Plugin System - Nov 25, 2016

Creating a new custom plugin in the root location of a drive results in the project being unable to open or build. An error message appears that states that the plugin was found in two locations, an ...

[CrashReport] UE4Editor_Landscape!ALandscapeProxy::PostEditChangeProperty() [landscapeedit.cpp:3692]

UE - LD & Modeling - Terrain - Landscape - Jul 19, 2017

This is a common crash affecting users in 4.16. Unfortunately they have not provided any additional details. Source Context 3684 // Remove null layer infos 3685 EditorLayerSettings ...

[CrashReport] FGenericPlatformMemory::OnOutOfMemory | TArray<FCompressedChunk,FDefaultAllocator>::ResizeTo

UE - Foundation - Core - Jul 20, 2017

This is a common crash affecting users in 4.16, and has occurred since at least 4.12 for more than 200 unique users. The callstack has similarities to [Link Removed], and as-such may be out of our ...

Android: Mali Txxx GPUs Encounter Stretching Geometry When Running with Support GPU Scene Enabled

UE - Platform - Mobile - Nov 27, 2019

When attempting to run SunTemple with r.Mobile.SupportGPUScene enabled on some Mali GPUs, the project renders with what looks like pieces of the geometry stretching across the level and bending out ...

Draw debug depth priority oddities

UE - Graphics Features - Feb 18, 2020

Came across a few oddities with draw debug. DrawDebugSolidBox ignores the DepthPriority parameter and appears to always draw in World. In the screenshot the sphere is drawn on top of the mesh, the ...

GAMEPLAYATTRIBUTE_REPNOTIFY does not properly propagate OldValue

UE - Gameplay - Dec 10, 2021

Associated UDN [Link Removed] We've been having some issues with the replication of attributes. Namely we have an OnRep_ function for an attribute that receives FGameplayAttributeData& OldValue a ...

TBaseBlendedCurve::ConvertToAdditive adds a curve track to an additive when the curve only exists in the base pose

UE - Anim - Runtime - May 29, 2023

When we create curves on additive animations, we are creating a curve based on whether the curve exists in either the base or additive pose.  This wouldn't be the expected behaviour for a user when ...

Custom node not working with material attributes

UE - Rendering Architecture - Materials - Jul 15, 2024

Using Material Attributes as an input to a Custom Expression causes the HLSL Translator to create multiple CustomExpression# functions, for each used member of the Material Attributes, rather than u ...

Property won't be force synced when re-enabling replication.

UE - Networking - Mar 21, 2017

It seems like if replication is re-enabled for a given property, its state should be force synced (depending on replication conditions). Otherwise, the state will remain "out of sync" for an indeter ...

The Add node does not update in the Construction Script

UE - Gameplay - Blueprint - Feb 28, 2015

The Add node does not update in the Construction Script. Reproduced in 4.7.1 binary and Main (//depot/UE4/Promotable-CL-2455917) ...