[CrashReport] UBlueprintGeneratedClass::AddReferencedObjectsInUbergraphFrame()

Gameplay - Blueprint - Nov 2, 2017

This is a common engine crash that has occurred since at least 4.16. Users have not provided any useful descriptions of their actions when the crash occurred. The callstack shares some similaritie ...

Wait for shader compilation to finish before rendering burn outs

Sequencer - Jun 23, 2017

We need to wait for shaders to compile before starting a level sequence capture. POssible other scenarios where this may be needed are: When levels are streamed in When content is made visible for ...

[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 ...

GetSubPaths does not return any paths when used in Standalone

Tools - Jan 30, 2017

Using the GetSubPaths command in Standalone does not return any paths. From the answerhub user's research, it seems that CachedPathTree in AssetRegistry.cpp is not being initialized like it is in ei ...

Make/break settings struct doesn't work with edit-condition bools

Gameplay - Blueprint - Apr 28, 2017

Make/Break settings in structs always returning true with booleans. ...

Code Delegate behavior is not consistent based on where the delegate is created

Gameplay - Blueprint - May 22, 2017

When a delegate is created in a component class, adding the component to a blueprint will show the delegate in the Event section of the Details panel when the component is selected. This allows an ...

Thumbstick clicks do not register on Linux

Platform - Linux - Jun 6, 2017

The "Left Thumbstick Button" and "Right Thumbstick Button" events on Linux do not trigger with the thumbstick is clicked. Testing all gamepad input, clicking the thumbstick in appears to call the L ...

Naming a Blueprint function/graph with non-ASCII characters can cause a build failure for certain cooked targets when Blueprint nativization is turned on.

Gameplay - Blueprint - Nov 2, 2017

This is due to the UCS-2 encoded UFunction object name passing through UHT into the boilerplate code (*.gen.cpp) that gets generated from the nativized Blueprint's C++ header file. The issue also o ...

Warning message appears to be incorrect when casting to an inherited blueprint with a self reference

Gameplay - Blueprint - Jul 27, 2015

A user was trying to cast to a child blueprint from the parent using a "Reference to self" variable as the target. The warning messaged: "Child" does not inherit from "Parent" (Cast to "Child" wou ...

Mouse dragging cursor accelerates significantly on Mac

Tools - Jan 18, 2017

This also occurs in 4.14.3 This does not occur on Windows. Could not get this issue to reproduce while recording the screen with quicktime player, but if you experience it in person it really feel ...