'Hide Unconnected Pins' Button in the Blueprint Node Details Panel Disconnects SubPins with Connections

UE - Framework - Blueprint - Jan 14, 2026

Given a get node with a struct output, if "Split Struct Pin" is used on the struct and one of that struct's outputs are connected to another node, it does not count as a used pin when the base get n ...

Blueprint Interfaces cannot pass by reference between two blueprints

UE - Gameplay - Blueprint - Feb 25, 2015

Pass by reference variables do not work when called from a blueprint interface between two blueprints. Workaround: Use direct communication to pass by reference between two blueprints. ...

ForEachLoop doesn't iterate through all of the actors returned by the Get Overlapping Actors node

UE - Gameplay - Blueprint - Apr 10, 2015

ForEachLoop doesn't iterate through all of the actors returned by the Get Overlapping Actors node. Note: You can workaround this issue by adding the overlapped actors to an array and then looping t ...

Crash When Raycasting Against Mesh With Multiple Materials

UE - Simulation - Physics - Feb 26, 2016

When using a raycast trace against a blueprint that has a child component with multiple materials will cause the editor to crash after a few times. This will not be an instant crash, but requires th ...

ObjectPivotPoint does not work with instanced Nanite meshes

UE - Rendering - Architecture - Materials - Nov 17, 2022

Regression: Nanite Foliage is a new feature in 5.1, so this issue is not reproduceable in 5.0. Notes about this new support can be found under Nanite Improvements in https://docs.unrealengine.com/5. ...

[CrashReport] UE4Editor_ShaderCore!FVertexFactory::SetPositionStream() [vertexfactory.cpp:218]

UE - Graphics Features - Aug 17, 2018

User comment in crash group:error when i reimpot a mesh from a .fbx create in 3d max 213 void FVertexFactory::SetPositionStream(FRHICommandList& RHICmdList) const 214 { 215 ...

Blueprint Structure breaks when the Editor is closed and re-opened if the struct contains variables that are a Class Reference and a Soft Object Reference to a Blueprint

UE - Gameplay - Blueprint - Nov 8, 2018

A struct containing variables that are a Class Reference and Soft Object Reference to a Blueprint no longer works after the project is closed and re-opened in the Editor. If a variable of the struct ...

Editor Crashing on Details Panel when Calling ForceRefresh

Tools - May 30, 2018

Editing bool of the nested child CrashableDataAsset causes crash. Expected: CrashableDataAsset children are properly assigned. Result: Engine crash ...

Destructible Mesh spawned before static mesh with World or Asset support is not supported

UE - Simulation - Physics - Destruction - Apr 27, 2015

When using World Support or Asset Defined Support on a Destructible mesh that is spawned in, if the static world geometry is spawned in after the DM it will not be supported. However, if the static ...

Non-reflected header files not recognized by UHT

UE - Foundation - Core - Jul 28, 2015

A user adds 3 .h files though Visual studio where the first contains a struct, the 2nd includes the 1st, the 3rd includes the 2nd and tries to make a variable of the struct declared in the 1st. The ...