Compile failure in UHT with combined multi-line / single line comments

UE - Foundation - Core - Apr 22, 2015

Using a single line comment to immediately follow a multi-line comment closing brace results in an illegible compile errors: "error code: CrashOrAssert(3)" Workaround: Include a space between */ an ...

Confirmation Dialog common UI in the Lyra Starter Game loses focus for gamepads after closing.

UE - Editor - UI Systems - Aug 20, 2024

When changing the language options in the default Lyra Starter Game project (5.3 and 5.4) with a controller, the settings menu loses focus after closing the confirmation dialog. Focus can only then ...

Unable to undo editing enum description

UE - Gameplay - Oct 30, 2019

The user is unable to undo the editing of the enum description. The output log and undo history would confirm that the undo was carried out, however it did not do anything in reality. Resetting the ...

Double-Clicking a Camera in the World Outliner Causes it to Rotate to Face the Direction in the Viewport

Tools - Sep 24, 2015

Double-clicking on a camera, which normally takes you to its location, also rotates the camera so that it faces whatever direction you were facing in the viewport prior to clicking on the actor in t ...

Editor crash when adding element to Instance array of custom InstanceStaticMeshComponent

UE - Gameplay - Blueprint - Sep 14, 2017

Adding an instance static mesh component to a class causes the editor to crash when an instance is added to a blueprint of the class. Regression: Yes - this behavior does not occur on 4.16.3 (CL 35 ...

Crash on packaged game with Struct containing Enum and Nativization on

UE - Gameplay - Blueprint - Jun 20, 2017

There is a crash occurring with a packaged game that has a Struct containing an Enum inside of it, as well as having the nativization on, the issue does not occur if Nativization is turned off. The ...

Delay nodes occasionally don't fire the "Completed" output in a nativized build.

UE - Gameplay - Blueprint - Jun 13, 2018

This happens when the 32-bit LatentUUID signed integer that we generate for the delay node starts with "-1" when converted to an FString (e.g. "-1824950080"). During compilation, we pack latent fun ...

Changing the engine quality settings will cause the editor to crash

UE - Graphics Features - Feb 27, 2020

Changing the engine quality settings to low or medium will cause the editor to crash  This was tested in 4.24.3 @ CL 11590231 and doesn't occur, so this is marked as a regression.  Mac Environme ...

IsOverlappingActor is always returning false

UE - Gameplay - Sep 23, 2015

When you use the IsOverlappingActor node to determine whether or not something is overlapping another actor, it returns false regardless of whether or not you're actually overlapping another actor. ...

Adding impulse to a Static Mesh Component that is not the root of an Actor Blueprint does not replicate movement to the Client

UE - Networking - May 19, 2015

Adding impulse to a Static Mesh Component that is not the root of an Actor Blueprint does not replicate movement to the Client. Reproduced in 4.7.6, 4.8 Preview 3, and Main (//depot/UE4/Promotable- ...