Smooth Replicated Character Movement Causes Mesh Transform to be Reset to Default

Gameplay - Player Movement - Nov 22, 2016

When moving a character, attempting to change the relative location of one of the character's components is causing it to remain at the default location. If you do not move the character, the locat ...

[CrashReport] UE4Editor_D3D11RHI!VerifyD3D11CreateTextureResult() [d3d11util.cpp:276]

Rendering - Mar 30, 2017

This crash seems to be related to or a continuation of UE-22659, where that specific CrashGroup stopped receiving new crashes after the 4.10 release. This one has occurred from 4.13 - 4.15 (so far) ...

Spawn Emitter at Location does not Simulate in BluePrint

Gameplay - Blueprint - Sep 8, 2016

When using the Spawn Emitter at Location node in BP the emitter will not spawn while simulating in BP. Other Spawn at location nodes behave the same way. The Cube actor was included as a test to eli ...

GetDistanceAlongSplineAtSplinePoint becomes inaccurate as point approaches 0% or 100% of spline length

Tools - Sep 26, 2016

When the USplineComponent::GetDistanceAlongSplineAtSplinePoint() function is called, the value returned is not accurate if the point approaches the range of 0 - 10 % or 90-100% of the spline. ...

[CrashReport] UE4Editor_Engine!ULevel::GetWorldSettings() [level.cpp:1643]

Gameplay - Aug 21, 2017

This is a common and longstanding crash that has occurred since at least 4.12. User descriptions cover a variety of actions. User DescriptionsCompiling a playerblueprint with firing logic and advan ...

Including "meta = (WorldContext = "WorldContextObject")" as a specifier in a Blueprint Function Library results in the function not being available in Object Blueprints if a parameter passed into the function is a UObject named WorldContextObject

Gameplay - Blueprint - May 15, 2015

If a function in a custom code Blueprint Function Library class contains meta = (WorldContext = "WorldContextObject") as a specifier, that function does not appear in context searches in a UObject B ...

Marking a Blueprint as Deprecated Causes Existing Instances to be Removed on Level Load

Gameplay - Blueprint - Oct 13, 2016

Enabling the 'Deprecated' option in a blueprint's Class Settings causes all existing instances of it to be deleting upon loading any levels that contain the blueprint. Found in 4.13.1. Reproduced i ...

Destroying Actor via RepNotify After Seamless Travel Causes Pending Kill Warning

Networking - Dec 15, 2016

Attempting to destroy an actor via a repnotify after seamless travel is causing the actor to fail to be destroyed because of a pending kill warning: [2016.12.15-19.10.13:936][574]LogNetPackageMap:W ...

Wildcard pins added by drag and drop stay the type of the source even after breaking the link

Gameplay - Blueprint - Jun 27, 2016

Wilcard pins added via drag and drop retain the type of the source even after breaking the link. This will not reproduce if the output wildcard pin is created through the details panel. See screens ...

[CrashReport] Ensure condition failed: ToPin->LinkedTo.Contains(this)

Gameplay - Blueprint - Oct 2, 2017

This is a frequent and longstanding Ensure that has occurred for more than 500 users since at least the 4.13 release. Additionally, there do seem to be a few crashes with this callstack mixed among ...