Cannot use code class if it is placed in a folder named "Device"

UE - Foundation - Core - Apr 24, 2018

C++ classes that are located within a folder named "Device" cannot be seen or used within the Editor. The classes cannot be found within the Content Browser, and they cannot be used to create Bluepr ...

Build failure after nativizing any child Blueprint class with function override (regression).

UE - Gameplay - Blueprint - Jun 7, 2018

Nativization regression in 4.20 preview 1. Cannot nativize overridden functions. Log Output:UATHelper: Packaging (Windows (64-bit)): D:/Projects/Unreal/NativizeMethod/Intermediate/Plugins/Nativized ...

[CrashReport] UE4Editor_CoreUObject!PackageReloadInternal::LoadReplacementPackage() [packagereload.cpp:274]

Tools - Aug 17, 2018

No user comments in crash group 262 UPackage* LoadReplacementPackage(UPackage* InExistingPackage, const uint32 InLoadFlags) 263 { 264 if (!InExistingPackage) 265 ...

Overriding a Custom function(From Parent) with no return output in a Child Blueprint results in custom function appearing in event graph of child blueprint.

UE - Gameplay - May 30, 2019

Overriding a Custom Function from a Parent Blueprint with no return output in a Child Blueprint results in custom function appearing in event graph of child Blueprint. ...

Audio from iOS is muted after having responds from siri.

UE - Platform - Mobile - Sep 10, 2020

User cannot hear sound after siri's respond when playing the app. When user go home screen then back to the app, then the user can hear the sound. This is related to [Link Removed] but this tick ...

"For Each" Node doesn't show up in UMG Graph until an Actor BP is loaded

UE - Gameplay - Blueprint Editor - Apr 18, 2022

[Link Removed] ...

Copying a BP function with split pins creates all individual params of the struct, instead of making the parent struct

UE - Gameplay - Blueprint Editor - Oct 3, 2021

This occurs in UE5/EA and in Release-5.0 ...

Light components do not appear in the details panel when copy-pasted from a level to a blueprint's component hierarchy

As per the steps to reproduce, copy-pasting light actors from a world outliner into a blueprint's component hierarchy in the blueprint editor will result in the expected light component not to show ...

GI not coming in with lighting build data when lighting built outside of main scene

UE - Graphics Features - Mar 27, 2024

Volumetric Lightmaps are not shared between Persistent maps that have the same sublevels. Also observed in Release-5.4, CL 32500436 ...

PCG: Unable to use Attribute property overrides to target nested struct properties, such as BodyInstance.CollisionProfileName due to how it's validated in PCGMeshSelectorByAttribute.cpp

UE - World Creation - Procedural Tools - PCG Workflow - Jun 17, 2025

Context: Static Mesh Spawner is used to spawn one static mesh per point in the provided point data. PCGMeshSelectorByAttribute is used to select an entry based on an attribute present on the mesh. ...