Attempting to rename function bound to delegate or rebind delegate to new function will fail

UE - Foundation - Core - Nov 9, 2016

Changing the name of a function that is bound to a delegate, or attempting to bind a delegate to a second function, causes the new/changed function to not be called when the delegate is triggered. ...

.ini files for packaged games have their settings wiped clean every time the game is run.

The settings .ini files for games packaged for windows appear to be getting overwritten with blank files whenever the game is run. Even if settings are added to the .ini files manually, the files be ...

Increment / Decrement nodes do not call BlueprintSetter functions

UE - Gameplay - Blueprint - Oct 31, 2017

When BlueprintGetter / BlueprintSetter specifiers are used for a property, the increment/decrement nodes in blueprints will call the BluprintGetter function but not the BlueprintSetter function. Th ...

SceneCapture2D loses Blendable when Capture Every Frame is turned off even if Scene Capture is updated

UE - Graphics Features - Mar 16, 2016

Scene Capture 2D components lose access to the Blendable assigned to them if they are not set to Capture Every Frame at all times. If it gets turned off, the blendable can never be reapplied at run ...

Race condition in full builds of UE4 engine source

UE - Foundation - Cpp Tools - UnrealBuildTool - Sep 26, 2019

This is a race condition caused by how "Clean.bat", a batch file used during rebuilds, tries to manually rebuild the UnrealBuildTool project when it runs. This causes a spam of UnrealBuildTool build ...

ShooterGame Crashes on Exit on iOS Due to Exhausting Real Time Allowance

UE - Platform - Mobile - Jul 30, 2018

When closing ShooterGame on an iOS device, the application crashes due to "exhausting the real time allowance of 5.00 seconds". This issue is NOT a regression for //UE4/Dev-Networking as it is also ...

Indirect lighting samples incorrect if duplicated levels placed in same persistent level

UE - Graphics Features - Aug 29, 2017

Indirect lighting samples were not made correctly when building lighting with umap duplicated via the content browser and registering both source and destination as sublevels in one map. ...

SelectActorsUsingThisAsset doesn't select actors that are referenced by an array and using a Scene component as root

Tools - Sep 11, 2015

SelectActorsUsingThisAsset doesn't select actors that are referenced by an array and using a Scene component as root User Description: I have a BP with editable actor references array. Recently I ...

Blueprints not marked dirty when variables in referenced actors are renamed

UE - Gameplay - Blueprint Compiler - Feb 20, 2018

Blueprints using renamed variable do not indicate that they need to be recompiled. (However errors are shown on play) It is possible to not see an error if you add a variable with the same name as ...

During SIE (simulate) and ejected-PIE, modifying a map actor causes triggers RerunConstructionScript() which discards all runtime modifications to SCS components

zComponent - Archive - Sep 6, 2024

When Simulating, or Playing-In-Editor and ejected, modifying an actor in the editor world causes the SIE/PIE runtime actor to recreate its blueprint added components via AActor::RerunConstructionScr ...