Behavior of configuration file hierarchy is different from document

UE - Foundation - Core - Nov 6, 2015

Licensee reported behavior of configuration file hierarchy is different form document here (https://docs.unrealengine.com/latest/INT/Programming/Basics/ConfigurationFiles/index.html) Doc: 1. Engine ...

Compile error packaging for iOS and tvOS from Windows

UE - Platform - Mobile - Sep 29, 2016

Following error is displayed in the output log when trying to compile for tvOS:LogPlayLevel: UnrealBuildTool: In file included from /Users/engineqa/UE4/Builds/RDU-WD-7313/D/Build/joseph.wysosky_Main ...

User Defined Enum Display Names aren't deterministic for localization/cooking

UE - Editor - UI Systems - Localization - Feb 1, 2016

UUserDefinedEnum contains an array of FTexts which are supposed to be used as localized display names, however these are populated from the underlying UEnum type using the meta-data on the object. T ...

Cannot debug code projects in the binary engine

UE - Foundation - Cpp Tools - UnrealBuildTool - Jun 6, 2017

Code projects in the binary version of 4.16.1 cannot be launched without the Editor in the debugger in Visual Studio. The project hits a breakpoint while launching, with the following showing in the ...

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 ...

Recast rcScopedDelete<T>::resizeGrow copies too many elements

UE - AI - Navigation - Nov 5, 2024

Context The Recast module has a helper struct rcScopedDelete for allocating, resizing and automatically freeing the allocated memory when the struct goes out of scope. Its allocation functions can ...

Syncing Font Assets through Subversion can cause a crash

Tools - Jun 5, 2017

A licensee is having issues syncing their fonts folder from within the editor using Subversion. This issue only occurs with their Fonts folder; with the callstack they supplied, this leads me to bel ...

If using Launcher build, Advertising Identified (IDFA) code for iOS can NOT be disabled by project settings

UE - Platform - Mobile - Jun 18, 2019

By [Link Removed], user can disable IDFA without customizing engine code. But, if using Launcher build, the added settings( Enable Advertising Identified(IFFA) ) does NOT work correctly. Because eng ...

Cook fails when a MetaSound Source object is referenced utilizing FObjectFinder in C++

UE - Audio - MetaSounds - Apr 27, 2022

Android Cook fails when a MetaSound Source object is referenced utilizing FObjectFinder in C++ Repro Rate: 3/3 UATHelper: Cooking (Android (ASTC)): LogInit: Display: LogMetaSound: Error: Target int ...

Editing Blueprint default values will make the level it is contained in get marked as dirty

UE - Gameplay - Blueprint Editor - Mar 10, 2023

When Blueprint default values are edited, those edits will also be propagated to any active instances in the level. Each edit event will mark the level as dirty. Similarly, in a World Partition map ...