Multiple Blueprint compilation passes required to fix up event binding to dispatcher after event rename

UE - Gameplay - Blueprint Compiler - Nov 30, 2021

Renaming a custom event bound to an event dispatcher via a Create Event node requires two compilation passes to fix up the binding.  upd. Regression was checked on //UE4/Release-4.26 CL 15973114, i ...

FName no longer equals FName_None when constructed with a trailing underscore and digits in range of 1-9

UE - CoreTech - Apr 15, 2025

When an FName is created with a trailing underscore and any number of digits in the range of 1-9 the trailing digits are used as the internal number value for the FName lookup. This results in the F ...

Fix AssetManager rules overrides in case PrimaryAssetTypesToScan for PrimaryAssetLabel sets bApplyRecursively=false

UE - Foundation - Data Pipeline - Cooker - Dec 11, 2023

SetPrimaryAssetRules sets the "is overridden" variables (e.g. bOverrideApplyRecursively) based on a comparison with the global default rules:static FPrimaryAssetRules DefaultRules; ... ExplicitRu ...

Movie Render Queue does not render letterboxes to exports with sensor aspect ratios between 16:9 and 1:1

UE - Anim - Sequencer - Jul 28, 2021

There is a discrepancy between how Movie Scene Capture (Legacy) and Movie Render Queue handle letterboxing for sensor aspect ratio's that do not match the export resolution, which seems to be a bug ...

Compiling a Blueprint that uses a Select node with two different variations of Actor will crash the Editor in 4.9

UE - Gameplay - Blueprint - Jul 17, 2015

Compiling a Blueprint that uses a Select node with two different variations of Actor will crash the Editor in 4.9. In 4.8.2 binary, one input of a Select node will be disconnected on restarting the ...

Upgrading a code project from 4.8 to 4.9 results in the startup project in the Visual Studio solution changing from the game project to the UE4 project.

UE - Foundation - Cpp Tools - UnrealBuildTool - Sep 22, 2015

Upgrading a code project from 4.8 to 4.9 results in the selected startup project in the Visual Studio solution changing from the game project to the UE4 project. This results in unexpected behavior ...

Oculus NetDriver Regression/Fix

UE - Platform - XR - Oct 26, 2019

From https://github.com/Oculus-VR/UnrealEngine/issues/60#issuecomment-544537005 UOculusNetDriver::LowLevelSend was modified to take an FInternetAddr pointer instead of an FString (due to the same c ...

Fix support for compiling editor in monolithic

UE - Foundation - Cpp Tools - UnrealBuildTool - Jul 1, 2016

Some licensees have reported good results compiling the editor in monolithic configurations - startup times are noticably shorter. I believe there are a number of things that need fixing up across t ...

Fix UMovieSceneSequence::FindPossessableObjectId for child bindings

UE - Anim - Sequencer - Nov 28, 2022

Calling UMovieSceneSequence::FindPossessableObjectId with a guid that relates to a child binding does not work correctly because it just goes through the binding references and calls LocateBoundObj ...

Unable to fix up redirector of assets used in level instances

UE - World Creation - Worldbuilding Tools - Level Instances - Jun 12, 2024

If another persistent level is open, the fix up can work. ...