Nodes to the right of an Abort Both node in a Behavior Tree appears to still receive a tick

UE - AI - BehaviorTree - Feb 6, 2023

This is a regression. Tested in //UE5/Release-5.0 CL20979098 Behavior Tree appears to tick nodes to the right of an aborted node that is set to abort Both. Those nodes are not executed, but visuall ...

Non-Struct CDO component properties display incorrectly in the property editor.

UE - Gameplay - Blueprint - Aug 17, 2016

UObjectProperty properties within a UActorComponent class aren't exposed for editing in the Details panel when choosing to edit native component defaults in the BP editor. ...

Subcategories in Visual Logger do not Remember Open/Closed State

UE - AI - Aug 2, 2022

Within the actor snapshot area, you can categorize information into different sub-trees, each of which are expandable. However as you scrub through the timeline and new events happen, any sub-catego ...

Sequencer - Soft References do not work as payloads in Event Track keys, the endpoint event receives none/empty instead

UE - Anim - Sequencer - Jul 31, 2024

In sequencer, an "event track" can be added to call functions/events defined in the Sequence Director Blueprint. The parameters for those endpoint functions/events can be sent as a Payload associate ...

[CrashReport] UE4Editor_Kismet!FFindInBlueprintSearchManager::OnCacheAllUncachedBlueprints() [findinblueprintmanager.cpp:2095]

UE - Gameplay - Blueprint - Nov 2, 2017

This is a trending crash coming out of 4.18; it may be a regression. Users have not provided any descriptions of their actions when the crash occurred. Source Context 2093 // Start the cac ...

A build may fail in Visual Studio if a space is added after the # in an include pre-processor instruction to allow a struct in one header file to reference a struct in the other

UE - Foundation - Core - Sep 23, 2016

A project building in Visual Studio will sometimes fail with the error Unrecognized type 'FBar' - type must be a UCLASS, USTRUCT or UENUM. This can occur in situations where one struct was reference ...

Hot Reload crash on PIE with custom AIController and Perception Component

UE - AI - Sep 29, 2015

If a pawn in the level is using a custom AI Controller that sets the AIPerceptionComponent in code, the editor will crash on PIE after a hot reload. CrashReporter: [Link Removed] ...

[CrashReport] Assertion failed: Canary == ShaderMagic_Initialized

UE - Graphics Features - Jun 13, 2017

This is a common crash among the community since at least the 4.14 release. Additional information is not currently available. This is spread among numerous different CrashGroups between releases w ...

Blueprint reinstancing can duplicate delegate bindings from the reinstanced Blueprint Actor to another referenced Actor instance in the current scene.

UE - Gameplay - Blueprint Compiler - Oct 8, 2018

This issue occurs because post-BP compile reinstancing does not clear delegate bindings to other referenced Actor instances in the scene. Thus, the old BP actor instance remains in the referenced Ac ...

[CrashReport] UE4Editor_Engine!FAnimNotifyEvent::IsBranchingPoint() [animtypes.cpp:86]

OLD - Anim - Aug 29, 2017

This is a common crash occurring in the 4.17 release. Users have not provided any descriptions of their actions when the crash occurred. Source Context 72 float FAnimNotifyEvent::GetDurati ...