[Audio Capture] - Editor crashes when activating an Audio Capture component when there are no active input or output devices avilable

UE - Audio - Aug 12, 2022

If a device has no available input or output devices, activating an Audio Capture component will cause the device to crash. Occurs in Editor and Runtime. Assertion failed: NumTotalFrames > 0 [File:E ...

[Quartz][Crash] - Subscribing to All Quantization Events and then playing a sound on all Quantization boundaries crashes the editor

UE - Audio - Quartz - Jun 3, 2021

Hit this when I made a blueprint and Subscribed to ALL quantization events instead of the one I was interested it and tried to use all of them as my Quantization Boundary. The alt title of this bug ...

LandscapeSplineMeshesActor instances not deleted when World Partition is disabled

UE - World Creation - Worldbuilding Tools - World Partition - Oct 30, 2024

When landscape splines exist in a WP level, LandscapeSplineMeshesActor instances are created to allow streaming of splines. In a non-WP level, splines are components of the landscape actor. When a W ...

MakeEditWidget specifier does not create edit gizmo in blueprint editor

UE - Gameplay - Blueprint - Jul 27, 2015

Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up ...

Conflicting FName for components freezes the editor with no warning

UE - Foundation - Core - Jun 24, 2015

If two code components have the same TEXT("") name in the CreateDefaultSubobject call the code will compile correctly but the editor will freeze when adding an instance of the class or classBP to th ...

Cannot bind event dispatchers between two blueprints that share a parent class

UE - Gameplay - Blueprint - Jul 23, 2015

Cannot bind event dispatchers between two blueprints that share a parent class. This issue also occurs if you use the parent as a variable in the child. The bind event dispatcher seems to only take ...

Sprites using a lit material render black in orthographic views

UE - Graphics Features - Dec 23, 2014

Sprites using a lit material render black in Orthographic views. Sprites are rendered as expected in Perspective view. ...

ESplineMeshAxis Enum is not available as a variable or struct

Tools - Aug 14, 2015

ESplineMeshAxis Enum is not available as a variable or struct User Description: I have a struct that is responsible for holding many of the properties of my spline meshes. I want it to hold the ES ...

Saving an asset after renaming it, if it wasn't saved before that, can cause it to exist without being visible.

Tools - Jun 1, 2015

If you 'Save All' after renaming an asset after it's creation, without any saves prior, it will appear in the windows explorer's content folder but will not be visible in the editor. ...

Can't save map warning with Create Dynamic Material Instance node using wrong input

UE - Gameplay - Blueprint - Dec 18, 2015

When using a Create Dynamic Material Instance node the Get Material node will plug into the World Context Object rather than the Parent input. This will cause a error to be thrown that does not allo ...