Blueprint Struct associations in Blueprint hierarchy causes command line cooker to crash

UE - Gameplay - Blueprint - Oct 13, 2016

If a user creates a specific Blueprint hierarchy with a Blueprint struct, it can cause a issue when the Blueprint struct is being cooked. User description of Blueprint(s) and Blueprint Struct relat ...

FSlateApplication::OnControllerAnalog triggers a MouseLeftClick event to be added to the input stack.

UE - Gameplay - Input - Jun 3, 2016

It appears that FSlateApplication::OnControllerAnalog triggers a left mouse click to occur on mobile platforms. If developers haven't properly avoided hooking up delegates to the InputComponent for ...

Ensure attempting to submit to source control after enabling plugin

Tools - Nov 17, 2016

Ensure occurs when trying to submit to source control after enabling a plugin in the editor. I wasn't able to reproduce this if the uproject wasn't checked out. ...

Ribbon Particle Normals are reversed from default Sprite Particles

UE - Graphics Features - Oct 13, 2015

It appears that the Vertex Normals from Ribbon Particles are opposite of what is expected via the Default Particle System given both systems share the same alignment (Facing Camera) [Image Removed] ...

Duplicating an inherited Blueprint float variable defaults it's value to 0.

UE - Gameplay - Oct 18, 2018

When creating an Actor Blueprint (Testbase), and creating a new Blueprint Actor that inherits from Testbase (TestBP).  We can drag an instance of TestBP into the World. If we go back into the Parent ...

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 ...

[CrashReport] UE4Editor_Engine!FMaterial::GetShader() [materialshared.cpp:1790]

UE - Graphics Features - Jun 12, 2018

No user comments in crash group 1785 int BreakPoint = 0; 1786 1787 // Assert with detailed information if the shader wasn't found for rendering. 1788 // This is usua ...

Cannot Use Key Value Combo "Alt + F4" for New Action Mapping

UE - Gameplay - Input - Apr 21, 2016

You cannot use the key value combo "Alt + F4" as the input for an Action Mapping, whereas you can use "Alt + other F keys" as inputs. (Alt + F4 is a command to close programs in Windows) Expected: ...

Loading a blueprint with an invalid gameplay tag container pin causes ensure and data loss

UE - Gameplay - Feb 23, 2021

The gameplay tag system depends on tags being registered with the global manager as valid in order to correctly read them off disk. Two different issues are combining to cause a confusing ensure and ...

Editor will crash while instancing nested AIPerception component template subobjects in an AIController-based Blueprint class during compile-on-load.

UE - Gameplay - Blueprint - Mar 23, 2018

User report of an assertion that fires on editor reload during an attempt to reload an AIController-based Blueprint class with a dependency on a child Blueprint class, both created in a previous edi ...