UFunctions using the exec specifier are recognized by UHT when building for Development even if they are in a #if WITH_ENGINE

UE - Foundation - Core - Aug 19, 2015

If a user declares a UFunction with the exec specifier, the UHT will add a call to that function so that it can be used as a console command in the editor. This becomes an issue when the declaration ...

Upgrading Project to a New Engine Version Causes Errors When Attempting to Open Tutorial Blueprints

UE - Gameplay - Nov 11, 2015

When you create a project in version 4.8.3, and update it to either 4.10 or Main, there seem to be issues loading the Engine Content Tutorials for FeaturePacks, InstallingiTunesTutorial, and Setting ...

Using Attach To in Construction Script Causes the Editor to Crash

UE - Gameplay - Blueprint - Nov 17, 2015

After creating a blueprint with a box trigger and a cube component, attempting to use an AttachTo (Box) node and then attaching the cube to the In Parent socket compiles without issue. However, if y ...

Calling Open Level causes editor to freeze or crash

UE - Gameplay - Jul 14, 2015

If the Open Level node is called on a persistent level Whttp://crashreporter/Crashes/Show/1838504 then the editor will freeze is the call is made through code or crash if done through blueprints. C ...

Component in Child Blueprint Parented to Inherited Component Disappears

UE - Gameplay - Components - Mar 4, 2016

When you have a child blueprint that contains a component that is parented to an inherited component, changing a value on that inherited component in the original parent blueprint and then compiling ...

Compile failure adding BTTask_RunBehavior C++ class to project

UE - AI - Dec 22, 2016

Error message in log is:CompilerResultsLog:Error: Error MyBTTask_RunBehavior.cpp.obj : error LNK2001: unresolved external symbol "public: virtual void __cdecl IGameplayTaskOwnerInterface::OnGameplay ...

Default value for BP struct within BP struct not set

UE - Gameplay - Blueprint - Dec 15, 2017

If I set a certain default value for a struct within another struct, it is reset to "None" and the value is not accepted. Below are detailed steps to reproduce as well as a minimal project. Source: ...

Control Rig: crashes when compiling after rearranging input pins in an array in Example Rig Unit

OLD - Anim - Aug 20, 2019

The crash doesn't occur every time, but it will happen within 3 swap and compiles in my experience. I got multiple different callstacks when I cause the crash using the reproduction steps (they are ...

Enabling Collision on a Spline Mesh component with a Static Mesh assigned causes an assertion to fail while executing in a package

UE - Runtime - Simulation - May 4, 2022

Enabling Collision on a Spline Mesh component with a Static Mesh assigned causes an assertion to fail while executing in a package. This does NOT occur if you play in editor. Repro Rate: 4/4 Teste ...

Repeated GPU Timeout after drawing to render target

UE - Rendering - Features - Dec 7, 2022

(Enduring Games) Included Insights trace to show the memory spike in LLM followed by some pretty large time cost frames in the timeline. (Link to insights trace in comments section) ...