Functions containing Unicode characters break nativization on Clang-hosted target platforms.

UE - Gameplay - Blueprint - Sep 15, 2020

The UHT boilerplate code that's generated from a converted Blueprint class header file generated from a Blueprint class containing one or more function names with non-ASCII characters will fail to c ...

Duplicating an overridden function graph causes input/output pins to double

UE - Gameplay - Blueprint Editor - Aug 16, 2019

This is caused by the same thing that causes this: https://jira.it.epicgames.net/browse/UE-58390 FBlueprintEditorUtils::PromoteGraphFromInterfaceOverride is the cause of this behavior  ...

Open a level that contains instanced meshes (with built lighting) will crash the editor

UE - Graphics Features - Mar 14, 2015

Open a level that contains instanced meshes will crash the editor. Per the users description, the level must have had lighting built and then another level loaded or the editor restarted. Once the ...

Open a level that contains instanced meshes (with built lighting) will crash the editor

UE - Graphics Features - Mar 19, 2015

Open a level that contains instanced meshes will crash the editor. Per the users description, the level must have had lighting built and then another level loaded or the editor restarted. Once the ...

Frame specific functionality unusable in Composite/Montage editors post 5.2 changes

UE - Anim - Runtime - Jul 20, 2023

Part of the changes for 5.2 required UAnimCompositeBase::GetSamplingFrameRate to be changed to return a very high framerate.  This has the unintended consequence of effectively making the functional ...

Function output nodes containing an array will cause packaging to fail when nativizing blueprints

UE - Gameplay - Blueprint - Aug 14, 2017

If a blueprint contains a function with an array output and the project is being nativized, the package will fail with an error similar to "error C2679: binary '=': no operator found which takes a r ...

World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting

UE - World Creation - Worldbuilding Tools - World Composition - Aug 9, 2016

Directional light does not cast dynamic shadows after origin rebasing using world composition. There is an attached project that reproduces this. To see that the shadows load primarily where the l ...

Function input Bool loses checked value when updating from 4.16 to 4.17

UE - Gameplay - Blueprint Editor - Oct 17, 2017

Licensee reported that when updating from 4.16.1 to 4.17.2 the value of a function input Boolean is being reset. It is checked as True in 4.16, but when switching to 4.17, it is no longer checked. ( ...

Adding Variable to Struct (Exposed on Spawn) breaks SpawnActor functionality without error/warning

UE - Gameplay - Blueprint - Aug 16, 2018

Adding a variable to a Struct used with SpawnActor breaks functionality without warning. Workaround: Clear Class from SpawnActor and reassign same class User Cites Blueprint Compile manager as fau ...

Material Editor Crash on Parameter name that is shared in Material function

UE - Rendering Architecture - Materials - Aug 30, 2023