If compile is pressed after adding a variable or node to a blueprint component that has a variable referenced within another blueprint actor, the editor immediately crashes. Frequency: 1/1 Crashr ...
When creating a pose asset based on an animation and curves with a low number of keyframes if you switch between the pose assets poses, the curves will not be correctly timed with the animation beca ...
Reported in SF [Link Removed] Attempting to sign into Twinmotion from within the TM 2026.1 editor results in a consistent sign-in error using the sign-in buttons. Initial sign-in during launch whe ...
Enum Variable doesn't pull/print the correct Default Value User Description: (Blueprint) User defined enum in 4.9 getting corrupted I believe there is a severe underlying issue in 4.9 regarding u ...
Creating a Blueprint out of existing Blueprints removes all assigned Static Meshes from components. Reproduced in 4.8.3 binary, 4.9 Releases (//depot/UE4-Releases/4.9/Promotable-CL-2650750), and Ma ...
[Summary] In UE 5.7 and later, if a tag is added once to an FGameplayTagCountContainer, the container is reset, and the same tag is added once more, GetExplicitTagCount() returns 2 instead of the e ...
Consider a UStruct with some basic type members, each one with a default value specified in the struct. Also consider a TSet or TMap with that struct as keys, used inside a UObject as a UProperty an ...
When following the documentation on setting up automation tests, the sample provided for "Simple Tests" does not successfully compile. One of two compiles errors is given based on the TFlag used A ...
Projects created with an 'Open Level' node added within their blueprint are not working correctly on mobile devices. They do however work on Mobile PIE, PIE and Windows. Occurs on: 2894_SamsungGala ...
Edit MattK: Not reproducible yet If the editor is open and used for a long period of time without being closed, it stores memory use. After building up a significant amount of resources building us ...