Nativizing a blueprint interface using TMap/TSet causes Fatal error in UHT

UE - Gameplay - Blueprint Compiler - Sep 9, 2020

FPropertyBase constructor does not handle a TMap/TSet property. Following workaround can avoid this error. explicit FPropertyBase(FProperty* Property) : PropertyExportFlags(PROPEXPORT_Public) ...

Mobile Previewer: Safe Zone Invalid Until Window Resize

UE - Platform - Mobile - Jul 12, 2021

When the Mobile Previewer loads, the Safe Zone widget is not working properly at startup, and requires a window resize to update to the correct Safe Zone. ...

Fatal Error when setting S RGB to true on a Texture 2D from a Render Target Create Static Texture Editor Only node

UE - Texture - Jun 6, 2022

This is a regression. Tested in //UE4/Release-4.27 CL#18319896 Fatal Error when setting S RGB to true on a Texture 2D from a Render Target Create Static Texture Editor Only node. ...

Setting AnimationMode to "UseAnimationAsset" inside Sequencer might not be set properly.

UE - Anim - Sequencer - Sep 30, 2024

Adding a new key inside a LevelSequence that changes the AnimationMode of a SkeletalMesh to "Use Animation Asset" can bug out the AnimationMode constantly change between "UseCustomMode" and "UseAnim ...

Using dynamic bindings in a code class will result in the bindings becoming a permanent part of any Blueprint created from that class if a hot reload is performed.

UE - Foundation - Core - Mar 26, 2015

If dynamic bindings are being used in a custom code class from which Blueprints are derived, any hot reload will make the bindings a permanent part of the Blueprint and they cannot be removed or cha ...

Crash when calling an event with an enum reference parameter with literal

UE - Platform - Linux - May 1, 2018

The issue appears to be the type of the input pin on the custom event(or function - both behave the same), under normal circumstances it should allow you to pick the enum from a list on the calling ...

Internal Compile error received from rearranging Format Text nodes

UE - Gameplay - Blueprint - Dec 18, 2014

Internal Compile error received from rearranging Format Text nodes Output Log of Error: LogBlueprint:Error: [compiler] Error Internal compiler error inside CreateExecutionSchedule (site 2); please ...

IOS crash disabling idle timer when closing the app

UE - Platform - Mobile - Apr 29, 2020

Licensee report of crash during shutdown due to setting [UIApplication sharedApplication].idleTimerDisabledbeing from the Game thread. Grouped together with others items in [Link Removed] ...

Custom UVs don't store information properly in layered materials.

UE - Rendering Architecture - Materials - May 9, 2022

[Link Removed] I have this set up so that FX artists can stack UV manipulations, so I don't want to just have all the UV manipulation in the layer with the base color, even though that does give me ...

A welded hierarchy blocks updates to collision settings on all but the root primitive. Calling SetCollisionResponseToChannel on the children won't work.

UE - Simulation - Physics - Nov 22, 2024

A welded hierarchy blocks updates to collision settings on all but the root primitive. Calling SetCollisionResponseToChannel on the children won't work. The licensee noticed that IPhysicsProxyBase* ...