A Blueprint containing a child actor component containing another Blueprint that derives from NavLinkProxy does not provide a nav path when a project is opened until paths are rebuilt

UE - AI - Jun 1, 2015

If a Blueprint is derived from NavLinkProxy, and then that Blueprint is added to another Blueprint as a ChildActorComponent, the second Blueprint's Smart Link functionality will not work when the pr ...

Mobile HDR is causing issues on certain devices

UE - Platform - Mobile - Dec 8, 2014

When deploying a template project to the devices listed below, there is an issue with the mobile HDR being checked on. It is causing the project to show either black or static like. Devices tested ...

[CrashReport] Crash in UViewportWorldInteraction::FindTransformGizmoAlignPoint

UE - Editor - Workflow Systems - Apr 27, 2017

This is an early trending crash coming out of the 4.16 Preview. Users have not provided any additional information about this crash. This was also experienced internally by Alex.P [Link Removed] ...

AddProceduralMeshComponent node throws UnknownTemplateReferenced errors in duplicated Function

UE - Gameplay - Blueprint - Aug 5, 2015

AddProceduralMeshComponent node throws UnknownTemplateReferenced errors in duplicated Function User description: 1) Make a function that has a Add Procedural Mesh Component node. 2) duplicate func ...

Renamed Enums displayed in Standalone game will show the original default name instead

UE - Gameplay - Blueprint - Mar 18, 2015

Renamed Enums displayed in Standalone game will show the original default name instead. ...

Media Texture Not Displaying When Launched to Android Device

UE - Rendering Architecture - Materials - Dec 17, 2015

UPDATE: 12/23/2015 This appears to be occurring on packaged projects for Win64 as well. ====================================================================== When attempting to launch a level t ...

Fbx importer does not import animation exported with dense data property

Tools - May 4, 2017

The attached fbx was exported with dense data, i.e. there are 10 subframe keys set per frame vs the usual single key per frame. We do this to eliminate subframe "jitter" that occurs sometimes with ...

Template function TSparseArray::PointerToIndex does not compile

UE - Foundation - Core - May 26, 2020

Error:  C:\Program Files\Epic Games\UE_4.25\Engine\Source\Runtime\Core\Public\Containers/SparseArray.h(778): error C2440: '-': cannot convert from 'const TSparseArrayElementOrFreeListLink<TAlignedBy ...

Blueprint Actor cannot delete implemented interface when Interface is converted to an Event.

UE - Gameplay - Blueprint - Dec 11, 2019

In Editor, When you remove a return value parameter from a Blueprint Interface function's Output Category. (so there are no return values), it becomes an event. In any Blueprint that implements the ...

BC7 Format in Texture Asset Mip Maps are not correct

UE - Graphics Features - Apr 18, 2016

When enabling BC7 compression format for a texture in a project that has SM4 disabled will result in the last two Mip Levels being gray. This happens on any texture size. The number o mip levels may ...