Replicating a non-root component with simulate physics enabled causes the component to be in the wrong place on spawn, on clients.

UE - Runtime - Character - Jan 20, 2025

When a BP spawns another, if the spawned Actor has a non-root child component that is simulating physics, on clients, immediately after spawn, the child component will have the world position double ...

Internal Compiler error when calling a custom enum in a struct from a blueprint macro

UE - Gameplay - Blueprint - Aug 6, 2015

If a macro is referencing a custom enum within a struct and compiled after another output pin is removed, an internal compiler error will appear and the blueprint will not compile. ...

Crash in UEditorEngine::ToggleBetweenPIEandSIE when ejecting from Play In Editor while starting a multiplayer session

Tools - Aug 24, 2020

UE4Editor crashes when we eject from a Play In Editor session while starting a multiplayer session. ...

Crash with for loop and TArray in constructor to generate multiple StaticMeshComponents

UE - Foundation - Core - Apr 20, 2015

Using a TArray to store multiple components being setup inside a for loop of a constructor will crash on project open. Crash Reporter: [Link Removed] ...

Foliage rendering issues when using both Density Scaling and MaxWorldPositionOffsetDisplacement

UE - Rendering - Architecture - Aug 29, 2024

When a material with WPO effects and MaxWorldPositionOffsetDisplacement is applied to a foliage mesh, foliage applied to a map will no longer work as expected with density scaling, especially after ...

Visual Studio builds currently fail when a project includes a UFUNCTION with Server, Reliable, and WithValidation specifiers (with appropriate definitions in the source file).

UE - Networking - Apr 1, 2015

Using UFUNCTION(Server, Reliable, WithValidation) with an RPC function results in a failed build in Visual Studio. The same test in Main yields a different set of error messages. ...

A crash in editor will result after swapping inherited SCS component names at the parent class level before loading a child class that overrides them.

UE - Gameplay - Blueprint - Oct 26, 2018

This is an editor-only crash that's due to stack overflow/infinite recursion in UInheritableComponentHandler::FixComponentTemplateName(). We are recursively trying to rename other inherited componen ...

GAS: GameplayCueNotify OnActive executed twice for Duration GEs on Standalone+ListenServer

UE - Gameplay - Gameplay Ability System - Aug 2, 2023

When playing Standalone or as Listen Server, whenever a GameplayEffect with a duration is applied that fires gameplay cues, the server will locally execute OnActive twice on GameplayCueNotify_Actors ...

Sub-components with the same name are not displayed on the correct parents in the Blueprints editor

UE - Gameplay - Oct 12, 2018

Sub-components with the same name are not displayed on the correct parents in the Blueprints editor.  Upon creation of an Actor blueprint initially derived from a c++ base class (VRCharacter) which ...

If a function that takes a custom struct as a parameter is changed and a hot reload performed, any variables in Blueprints that are of that custom struct type will disappear and no longer be usable.

UE - Gameplay - Blueprint - Aug 27, 2015

After creating a custom struct in C++ and adding a variable of that struct type to a Blueprint, hot reloading a code change that involves altering a function that takes the struct as a parameter res ...