Deprecated components can still be added via the Add Component button

UE - Gameplay - Blueprint Editor - Oct 19, 2021

The UDN has a possible fix for this issue in the Component Type Registry You can use the following as a test C++ class: #pragma once #include "CoreMinimal.h" #include "Components/ActorComp ...

UInstancedStaticMeshComponentRemoveInstances crashes if called with an empty array

This looks like it can be fixed with an early-out when the passed array of indices is empty. Log:[2024.01.03-16.38.36:091][291]LogOutputDevice: Warning: Script Stack (1 frames) : /Game/BP_Crashy.B ...

Calling GetMaterial during compile on load can cause the material shader to fail to compile

UE - Rendering Architecture - Materials - Oct 4, 2024

Calling UStaticMeshComponent::GetMaterial() during a Blueprint compile on load can cause the Material shader to fail to compile because GetMaterial will trigger a PostLoad call on that Material and ...

Simple HUD in Topdown template will have rendering errors if played in Immersive mode

Tools - Feb 27, 2015

Simple HUD in Topdown template will have rendering errors if played in Immersive mode (F11). It will cause a white flickering line on the left and top of the window that will start to blur as the p ...

Adding assets to a project on a drive that is full still creates the file at the desired location instead of in a temporary location and provides no information as to why the asset is failing to load, corrupting the asset

Tools - Oct 31, 2016

Adding assets to a project on a drive that is full still creates the file at the desired location instead of in a temporary location and provides no information as to why the asset is failing to loa ...

Orthographic Camera Preview window does not render materials

UE - Graphics Features - Jan 17, 2015

I am using the orthographic camera preview fairly extensively for making an in-engine Tiling Texture maker. This feature is currently busted since the orthographic camera preview window is rendering ...

Generate Project Files process fails if SwarmAgent.exe is not present

UE - Foundation - Cpp Tools - Mar 5, 2019

This issue appears to be the result of the fix for [Link Removed] which removed RPCUtility from the Engine. A licensee noted that they were now seeing an issue when attempting to generate project fi ...

Generation of sub-level LOD doesn't work when forward rendering is used

UE - World Creation - Worldbuilding Tools - World Composition - Mar 9, 2020

When using WorldComposition and building LOD for a sublevel, textures of generated Landscape LOD are not correct when the project has forward rendering enabled. The issue is that the material gener ...

FixupRedirector issues with packages containing multiple public assets (commandlet and FAssetFixUpRedirectors)

UE - Anim - Sequencer - Jan 19, 2024

A customer is reporting that a renamed LevelSequence will continuously be resaved when Fixing the Redirectors from the Content Browser. The problem would be the incorrect redirector for the Blueprin ...

Using /*/ to create multiline comments in header files can prevent Visual Studio from successfully building a project.

UE - Foundation - Core - Aug 7, 2015

If a multi-line comment is made in a header file using the format /*/ at the beginning and ending of the comment, UHT will fail to compile the project and will display the following errors: 1> C:/ ...