Make Tile Map Editable causes Crash on Mobile

UE - Gameplay - Paper2D - Oct 28, 2016

A crash occurs when using the Make Tile Map Editable function with blueprints when deployed to a mobile device. I can confirm this crash does not occur if you remove the function from the level blue ...

Crash removing a split parameter pin that is linked

UE - Gameplay - Blueprint Editor - Jun 13, 2017

Crash occurs if the user splits an Output Parameter on a function, then links one of the pins, and then removes the parameter entirely. I could not reproduce this in Main. ...

No mouse decorator when dragging Event Dispatcher from My Blueprint panel

UE - Gameplay - Blueprint - May 20, 2015

Currently there is no mouse decorator when dragging event dispatchers out of the My Blueprints panel in the Blueprint editor. This contradicts the functionality of drag-and-dropping variables, func ...

Possible memory leak in FVertexFactoryData's ClothVertexFactories

UE - Simulation - Physics - Character - Oct 28, 2015

Developer implemented their own marker system with callstack data in their own custom version of malloc/realloc/free, and they reported that there might be a memory leak in the ClothVertexFactories ...

SphereCast_GlobalDistanceField does not compile

UE - Niagara - Mar 3, 2021

The sphere cast module has some custom HLSL that calls QueryMeshDistanceFieldGPU, the signature for the function changed, but the HLSL wasn't updated to match so it fails to compile.  ...

TRACKS: Icons occluded when track/actor name is longer than the panel

UE - Anim - Sequencer - Feb 11, 2016

Icons are being occluded when you shrink the actor panel in Sequencer. The expected behavior from the rest of the editor is to prioritize the functional UI elements [Image Removed] ...

Data Layers: GetDataLayerInstanceFromAssetName differs between editor and non-editor

UE - World Creation - Worldbuilding Tools - Data Layers - Apr 9, 2024

From licensee: The function AWorldDataLayers::GetDataLayerInstanceFromAssetName() uses different names in #WITH_EDITOR and without editor builds: #WITH_EDITOR config calls DataLayerInstance->GetDa ...

Review UMaterialFunction input/output post-load resolve

UE - Graphics Features - Apr 13, 2017

Both internally in a handful of one-off cases and externally we've seen cases where material functions have incorrectly resolved causing a crash trying to use the input/output expressions. Most case ...

FCableSceneProxy::BuildCableMesh thrashes memory allocator

UE - Simulation - Physics - Feb 12, 2025

FCableSceneProxy::BuildCableMesh in CableComponent.cpp:233 showed up as a hot spot in profiling because the two TArray allocators in SetDynamicData_RenderThread used by BuildCableMesh are created an ...

Setting location of Child Actor inside of OnConstruct causes the ChildActor to leave behind non-referenced instances

UE - Gameplay - Feb 10, 2016

If the ChildActorComponent on a mesh is attached to a component and then has its location set in the OnConstruct function, it'll leave behind non-referenced instances of itself. This is most apparen ...