AddLocalTransform node does not match scale behavior described in the node's documentation

UE - Gameplay - Blueprint - Jun 29, 2018

The comment for the AddLocalTransform node states "Change in transform of the component in its local reference frame. Scale is unchanged." However, when the node is used, the existing scale of the o ...

Instanced EditInlineNew Objects not correctly propagating to children and placed level instances

UE - Gameplay - Mar 3, 2020

Instanced EditInlineNew objects are kind of broken right now and hard to make full use of. In addition to the notes above, there are some cases where you can't even assign new values into the base c ...

Blueprint Node "Get Actors" for Layers in Level Blueprint causes crash in Packaged .exe

UE - Virtual Production - Nov 21, 2019

Blueprint Node "Get Actors" for Layers in Level Blueprint causes crash in Packaged .exe The Blueprint node "Get Actors" for Layers in the Level Blueprint causes an instant crash in a built developm ...

Crash with for loop and TArray in constructor to generate multiple StaticMeshComponents

UE - Foundation - Core - Apr 20, 2015

Using a TArray to store multiple components being setup inside a for loop of a constructor will crash on project open. Crash Reporter: [Link Removed] ...

[CrashReport] UE4Editor_BlueprintCompilerCppBackend!FEmitDefaultValueHelper::HandleInstancedSubobject() [blueprintcompilercppbackendvaluehelper.cpp:2148]

UE - Gameplay - Blueprint Compiler - Mar 20, 2018

No user comments in crash group 2143 // We should always be the one creating an instance in this case. 2144 check(bCreateInstance); 2145 2146 // Dummy object tha ...

Crash on PIE exit after dynamically enabling and disabling tick functions through the Level Script blueprint.

UE - Gameplay - Mar 23, 2018

User reports hitting an assertion due to invalid FTickTaskManager state when game is attempting to unregister a tick function that was previously disabled dynamically. Failed assertion is in FTickT ...

Hot Reloading from IDE fails

UE - Foundation - Core - Jul 13, 2016

Building from VS causes the compilation to fail. (Have not had the opportunity to check XCode yet, investigating) Found in //UE4/Dev-Core @ 3048370 Currently occurs in //UE4/Main @ 3049508Severity ...

Make Bitmask node returns incorrect value when using custom Enum

UE - Gameplay - Blueprint - Jul 5, 2016

When a custom enum is used as the Bitmask Enum of a Make Bitmask node, the value returned does not match the expected value ...

Attempting to rename function bound to delegate or rebind delegate to new function will fail

UE - Foundation - Core - Nov 9, 2016

Changing the name of a function that is bound to a delegate, or attempting to bind a delegate to a second function, causes the new/changed function to not be called when the delegate is triggered. ...