Level Sequences in Level Instances

UE - World Creation - Worldbuilding Tools - Level Instances - Mar 20, 2023

Workaround is to specify Binding Overrides on the LevelSequenceActor through its Details panel as such (while editing the LI). ...

Fixup Redirectors doesn't work in the editor

Tools - Apr 28, 2015

Fixup Redirectors doesn't work in the editor when showing redirectors using the filter and then choosing Fixup. The maps that reference the redirectors aren't being checked out and fixed. I'm just g ...

VirtualJoystick continues inputs after setting new Touch Interface to none

UE - Platform - Mobile - Jul 29, 2016

If you set the Touch interface to none while there is currently inputs being registered, the inputs will continue forever. I also found that if you set the Touch interface to an actual asset the pla ...

Functional Test framework crashes adding delegate instance when multiplayer PIE enabled

UE - Gameplay - Jun 18, 2015

The Functional Test framework crashes when adding a delegate instance if multiplayer PIE is enabled. The crash occurs at the check code in the block below from ..\Engine\Source\Runtime\Core\Public\D ...

D3D Crash when searching "Color" in Engine Content folder

UE - Graphics Features - Apr 14, 2017

Assertion failed: Buffer [\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Commands.cpp][Line: 1487] Note I have narrowed it down to a material with "color" in its name that is causing this cra ...

Crash when updating instanced subobjects in a USTRUCT

UE - Gameplay - Blueprint - Jul 5, 2017

Attempting to edit array of instanced subobjects causes the editor to crash. ...

[CrashReport] UE4Editor_GraphEditor!SGraphPin::GetTooltipText() [sgraphpin.cpp:1100]

UE - Editor - UI Systems - Slate - Sep 7, 2017

This is a common crash that has affected over 60 users since at least 4.16 User DescriptionsDeleted a SET variable Source Context 1091 FText SGraphPin::GetTooltipText() const 1092 { ...

Game projects that rely on legacy include paths are not compatible with Blueprint nativization.

UE - Gameplay - Blueprint - Nov 10, 2018

Using legacy-style #include paths in a game project is allowed by UBT by default, but it's currently not compatible with Blueprint nativization, as it does not account for this possibility. Current ...

[Submix][Recording] - Existing Sound Wave to Overwrite option has no effect

UE - Audio - Submixes - Jul 29, 2021

This is an old bug that looks like it never made its way into JIRA. Adding for documentation.  ...

TArray64 RangeCheck prints the incorrect error messages for values over 32-bit length

UE - CoreTech - Apr 27, 2022

TArray64 RangeCheck prints the incorrect error messages for values over 32 bit. Repro Rate: 4/4 Tested this in //UE4/Release-4.27 @ CL#18319896 and the issue did occur there, it is not a regressi ...