Using blueprint debug step into BlueprintInterface function, occur crash.

UE - Gameplay - Blueprint Editor - Nov 10, 2017

If StepIn is performed on a module for which the Interface function is not defined, a crash will occur. ...

Crash when changing the variable type of a variable used in a blutility function

UE - Gameplay - Blueprint - Feb 22, 2019

When changing the variable type of a variable that is used in a function for a blutility a crash can occur ...

Cannot navigate to native function source code from blueprint editor

UE - Foundation - Core - Feb 1, 2020

REGRESSION RANGE WORKING: 9404494 (right before Dev-Core copy up at 9405827 BROKEN: 9407021 (Dev-Networking copy up) NavigateToFunctionSource: Unable to find symbols for 'UPaperFlipbook::GetNumFr ...

Cooking Fails After FBX Imports Within Only Spot Lights

UE - Editor - Content Pipeline - Import and Export - Nov 4, 2016

When importing an FBX file with only lights (in this case) via the "Import Into Level" feature this will cause the cook to fail. This can be resolved by adding geometry into the FBX file. ...

Moving a component in the main viewport does not call PostEditComponentMove() function

Tools - May 18, 2016

When a non-root component for an actor is moved in the blueprint viewport, that component's PostEditComponentMove function is called. Adding the actor to the main editor viewport and then moving th ...

Fix function forwarding in demo drivers in instant replays

UE - Networking - Jul 13, 2020

Demo drivers that are actively playing back a replay while still connected to another server as a client (via game net driver) will generate warnings due to the function forwarding code (UNetDriver: ...

Material editor: Parameter grouping does not work within functions

UE - Rendering - Architecture - Materials - Nov 18, 2014

When a parameter is placed directly within a material it's group assignment works. The parameter is listed within its group in material instances. This does not work with parameters that are creat ...

Widget functionality broken when removing / recreating the same widget from a widget component

UE - Editor - UI Systems - Jul 26, 2016

When SetWidget is called, the call to Widget->MarkPendingKill(); causes the widget to lose functionality if the widget being created is the same as the widget previously removed. ...

Crash when launching dx12 for the first time with Rect Lights

UE - Rendering - Architecture - RHI - Mar 20, 2019

Users on the forums are hitting a crash on their initial launch of the engine into dx12. There is currently a workaround to load into the project with dx11 first, compile shaders, then youre fine to ...

The 'Add Movement Input' node no longer functions on a Default Pawn

UE - Gameplay - Apr 1, 2015

The 'Add Movement Input' node no longer functions on a Default Pawn. This worked in 4.5.1 & 4.6.1. ...