Crash on project open

UE - Gameplay - Blueprint - Feb 5, 2015

EDIT: CrashReporter link: [Link Removed] EDIT2: Likely also this crash: [Link Removed] EDIT3: This crash appears under a different Bugg in 4.7: [Link Removed] Engine crashed when attempting to op ...

Crash when calling "Create Widget" node

UE - Editor - UI Systems - Dec 3, 2014

User reported a crash when trying to call "Create Widget" node set to UserWidget. Was not able to reproduce internally. User was able to resolve the crash by recreating the widget blueprint and re ...

If a component has been rotated at all, running ComponentSweepMulti on it does not return the correct position of any colliders on the component

UE - Simulation - Physics - May 14, 2015

ComponentSweepMulti does not return the correct location of colliders if the component that is passed in has been rotated at all. The actual collision on the object in the game will be correct. ...

If PVRTexToolCLI is not executable, invalid texture data is used and crash results when launching on device

UE - Platform - XR - Jul 5, 2017

Synced the code on Windows and transfered to Mac, the file PVRTexToolCLI lost its executable permission bits... UE4 couldn't run the tool, but carried on processing anyway, processing invalid textur ...

Using dynamic bindings in a code class will result in the bindings becoming a permanent part of any Blueprint created from that class if a hot reload is performed.

UE - Foundation - Core - Mar 26, 2015

If dynamic bindings are being used in a custom code class from which Blueprints are derived, any hot reload will make the bindings a permanent part of the Blueprint and they cannot be removed or cha ...

Regression - Inherited component properties on actor instances of derived blueprints are silently reset to defaults when the blueprint is compiled, causing data loss

UE - Gameplay - Jul 19, 2024

In certain circumstances, when a derived blueprint is compiled, all properties from its inherited components can be silently reset to defaults on instances placed on the current level. This results ...

A project using the Script Plugin will not open in a binary version of the Engine that is created from an Engine built from source code

UE - Foundation - Build - Rocket (Installed Engine) - Feb 1, 2017

Trying to open a project that uses the Script Plugin in a binary version of the Engine that has been created from an Engine built from source code will fail. The Engine is looking for the file Unrea ...

Local binary build fails for iOS platform.

UE - Foundation - Core - Oct 5, 2017

Attempting to create a local binary build of the Engine for the iOS platform using BuildGraph is currently failing. While trying to build UHT for Mac using a remote build, the build fails because it ...

Ensure trying to Draw Material on a Render Target

UE - Graphics Features - Aug 3, 2016

Ensure occurs when attempting to Draw Material on a Render Target. ...

BP nativization emits incorrect C++ code for noexport-typed struct field access in some cases.

UE - Gameplay - Blueprint - Dec 18, 2019

In BlueprintCompilerCppBackendUtils.cpp: #define MAP_BASE_STRUCTURE_ACCESS(x) \ BaseStructureAccessorsMap.Add(x, TEXT("#x")) Needs to be changed to: #define MAP_BASE_STRUCTURE_ACCESS(x) \ ...