DLC packaging fails citing possible erroneous references to Engine Content uassets

UE - Foundation - Core - Dec 21, 2017

Cooking and packaging DLC in the Project Launcher fails due to possibly erroneous references to Engine content contained in the DLC. REGRESSION: No. The same behavior was observed in 4.17.2. ...

Cannot Increment a Blackboard Key Value

UE - Gameplay - Blueprint - Feb 4, 2016

Getting a blackboard value as int and then attempting to increment it does not actually increment the value. Upon attempting to increment a value that started at 0, the editor continued to print out ...

Framerate drops when using SceneCaptureComponents with a RenderTarget in VR

UE - Platform - XR - May 14, 2018

Using SceneCapture in packaged VR projects causes poor performance. Also observed with SceneCaptureCube Does not occur in 4.18 ...

Can not find abstract class in actor class dropdown list in GetAllActorsOfClass node

UE - Gameplay - Blueprint - Dec 15, 2020

The behavior of non-variable class pins has changed in 4.26 where abstract classes like AInfo are being excluded from class pickers for general utility functions like GetAllActorsOfClass. This is no ...

Using a Wait Delay node on Linux causes editor to immediately close without crashing

UE - Platform - Linux - Sep 14, 2015

If a call is made to the blueprint node Wait Delay the editor will immediately close during PIE when the call is made without the crash reporter appearing. The "Wait Delay" node only exists on Linu ...

CustomDepth Stencils does not work with Nanite enabled meshes

UE - Graphics Features - Nanite - Dec 1, 2022

Regression: Tested in UE5/Release-5.0, this issue occurs as well so regression is no. ...

Lag spike for client while character is attached to actor

UE - Gameplay - Player Movement - Dec 14, 2022

Reproduced 3/3 times, issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression. Issue does not occur for Listen Server players. It's likely that this is a replication ...

Compile errors in GPU scripts aren't always reported to the Niagara Log

UE - Niagara - Mar 15, 2022

The Niagara log will not always show compilation errors for GPU particles. The errors are visible in the output log. ...

Pausing simulation in PIE does not pause looped timers on the Server when players is set to more than 1

UE - Networking - Feb 4, 2016

Pausing simulation in PIE does not pause looped timers on the Server when players is set to more than 1. The Client pauses the timer as expected. With only one player, timers are paused as expected. ...

Adding a node or variable to a component referenced by another actor crashes editor

UE - Gameplay - Blueprint - Aug 3, 2015

If compile is pressed after adding a variable or node to a blueprint component that has a variable referenced within another blueprint actor, the editor immediately crashes. Frequency: 1/1 Crashr ...