Packaged C++ Project Fatal Error on Startup When Spawning Niagara System Via a Character Blueprint

UE - Niagara - Jan 7, 2019

Using the system blueprint node in the character blueprint will cause the packaged game to give a fatal error when running the executable. This only occurs when in a C++ project. Found in 4.20 CL# ...

UWorld::CleanupWorld causes issues with sublevels when changing maps after building lighting

Tools - Mar 1, 2019

A licensee has reported that UWorld::CleanupWorld is causing issues with assets in Sublevels if you build lighting on the parent level, save all of the maps, and then change to another level. The as ...

Dynamically Created Render Target Does Not Work in Packaged Project

UE - Graphics Features - Mar 27, 2019

Dynamically created render targets do not work as expected when packaged for windows. If it is replaced with a static render target, it works fine. Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 ...

Sequential Level Loading in Python causes Crash

UE - Editor - Workflow Systems - Apr 16, 2019

Loading all the levels selected in the Content Browser and running the aforementioned Python script causes the editor to crash Tested in 4.20.3 (CL - 4369336), 4.21.2 (CL - 4753647), 4.22 (CL - 5 ...

Foliage and Static Mesh Actor Distance Field Shadows Incorrect after Manually Shifting World Origin to New Location

UE - World Creation - Worldbuilding Tools - Foliage - Apr 19, 2019

Foliage and static mesh actor distance field shadows incorrect after manually shifting world origin to new location. Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 5660361, 4.23 CL# 5974510 ...

Sorting a Blueprint variable into a subcategory separates variables into separate category structures

UE - Gameplay - Blueprint - Oct 14, 2019

Within the Blueprint Editor, it is possible to create subcategories for variables to be sorted into. Doing so separates variables not nested into subcategories out into standalone, top-level structu ...

[Synth][Tone Generator] - Editor crashes when Starting Synth Component Tone Generator

UE - Audio - Mar 29, 2022

Starting a SynthComponentToneGenerator crashes the editor with the following assert:Assertion failed: bSuccess [File:D:\build\++UE5\Sync\Engine\Source\Runtime\SignalProcessing\Private\AudioBufferDis ...

"Failed to find object 'Class None'" in project log after creation

UE - Foundation - Core - Nov 17, 2014

Users reported seeing the line "LogUObjectGlobals:Warning: Failed to find object 'Class None.'" in the Output log after creating a project. I was able to confirm in a new blank code project without ...

Execution reroute nodes become wildcard reroute nodes when creating a second reroute node off the same execution pin

UE - Gameplay - Blueprint - Sep 21, 2015

Execution reroute nodes become wildcard reroute nodes when creating a second reroute node off the same execution pin. Note: this does not appear to affect their functionality as execution reroute no ...

Map load stalls in texture streaming code

UE - Graphics Features - Jun 13, 2017

A change was made to AActor.GetComponents which appends the results instead of resetting the output array. This seems to only impact 2 places in the code, and has a big side effect in the texture st ...