Cumulative Patching does not work with Pak signing

UE - Foundation - Feb 20, 2024

Cumulative patching is implemented by copying the generated pak files during staging of the base and each patch to the Releases directory. When creating a patch, all of the pak files from the releas ...

Copied references to Texture2D assets are not formatted correctly when the .csv containing those references is made into a Data Table asset in the Engine.

Tools - Feb 26, 2015

Importing a .csv file that contains references to assets in the project requires the user to copy the references for each asset again before they will work correctly. The references do not need to b ...

Component inheritance does not appear to be consistent when running a project with the -game command line argument

UE - Gameplay - Blueprint - Jan 19, 2018

Component property inheritance sometimes does not behave as expected when opening a project with the -game command line argument. Attempting to load a child Blueprint through code may not correctly ...

Ensure triggered with multiple AddInstance() calls for InstancedStaticMeshComponent

UE - Graphics Features - May 20, 2016

Adding multiple instances to instance static mesh component in a code class causes an ensure to trigger when an instance of the class is added to the level. ...

Mobile Previewer: Safe Zone Invalid Until Window Resize

UE - Platform - Mobile - Jul 12, 2021

When the Mobile Previewer loads, the Safe Zone widget is not working properly at startup, and requires a window resize to update to the correct Safe Zone. ...

Editor crashes when adding a parameter to a material when using Forward Shading and DX12

UE - Graphics Features - Apr 24, 2019

Setting the default RHI for Windows to DX12 and enabling Forward Shading results in a crash when adding a texture sample parameter to a material. Found in 4.22 CL# 5660361 and 4.23 CL# 6074473 Wor ...

Procedural Mesh Component Memory leak when destroyed from an Array

UE - Gameplay - Oct 15, 2018

When destroying an Actor with a Procedural Mesh Component; that is stored in an Array Variable, the memory for that Actor's Procedural Mesh Component is not cleared, leading to a Memory Leak. Howeve ...

Using dynamic bindings in a code class will result in the bindings becoming a permanent part of any Blueprint created from that class if a hot reload is performed.

UE - Foundation - Core - Mar 26, 2015

If dynamic bindings are being used in a custom code class from which Blueprints are derived, any hot reload will make the bindings a permanent part of the Blueprint and they cannot be removed or cha ...

A project using the Script Plugin will not open in a binary version of the Engine that is created from an Engine built from source code

UE - Foundation - Build - Rocket (Installed Engine) - Feb 1, 2017

Trying to open a project that uses the Script Plugin in a binary version of the Engine that has been created from an Engine built from source code will fail. The Engine is looking for the file Unrea ...

Crash due to LAN beacon packet incompatibility in 4.22

UE - Networking - Apr 17, 2019

We changed the IP address serialization format without bumping the LAN beacon packet version. Should just need to bump it up. ...