Wildcard Array in Macro Causes Error Message to Appear

UE - Gameplay - Blueprint - Nov 9, 2015

Creating a Macro with a Wildcard Array and then using that macro to accept an array as input and attempting to get the first element causes an error to appear in the output log. In the AnswerHub u ...

Generating XCode project from .uproject fails

UE - Platform - Apple - Jun 10, 2016

Using the option Services->Generate XCode Project fails to update the XCode solutuion. This prevents source files added to the project from the directory to show up in the editor. Regression: No - ...

FMath::TruncToInt() may result in incorrect data being returned in instances when a Double is passed in containing a large integer value

UE - Foundation - Core - Aug 4, 2016

The FMath::TruncToInt() function takes a float parameter, but some calls to this function pass in a double value. For most use cases, this will probably work fine. However, if the integer values are ...

Random Number Generated in Constructor Returning Different Value on Begin Play

UE - Gameplay - Jan 13, 2016

When generating a random number using FMath::RandHelper() in the constructor of an actor, attempting to print that same number on BeginPlay returns a different value than the constructor. However, ...

Particle Ribbon's do not work in packaged game

UE - Graphics Features - Apr 5, 2016

When a particle system has a ribbon trail it will not render when viewed in a packaged game. Attached sample asset from Content Examples with Ribbon Trail. This issue did not occur in 4.10.4, bu ...

CrashReporter Client has no options to close without sending

UE - Foundation - Core - CrashReportClient - Jun 9, 2016

The options to close the CrashReporter window without submitting the crash report are no longer available. I suspect this was an intentional change for Paragon ([Link Removed]), however this is not ...

Pin wires do not connect correctly after collapse to function and duplication

UE - Gameplay - Blueprint - Mar 20, 2017

Pin wires do not connect correctly after collapse to function and duplication. Any node can cause this issue, I used an INT variable because it was quick to test with. Regression: This issue affect ...

Crash when force deleting Dataflow Graph

UE - Editor - Workflow Systems - Jul 31, 2023

When force deleting a dataflow graph with the dataflow graph editor open it will crash the engine. This issue is occurring in Binary //UE5/Release-5.3 @ CL 26560699 This issue is occurring in Binar ...

Changing transform of simulated component during physics freezes motion

UE - Simulation - Physics - Oct 13, 2016

If something is executed before a SetActorRotation node on Tick inside of a SceneComponent class BP and then added to an Actor class BP, the physics will lag User Description: When using set rotat ...

Getting a TextBlock variable from the Return Value of a Create Widget node inside a Player Controller will cancel all the nodes before it in Standalone

UE - Gameplay - Blueprint - May 15, 2015

Getting a TextBlock variable from the Return Value of a Create Widget node inside a Player Controller will cancel all the nodes before it in Standalone. Does not occur in other PIE modes, and does n ...