Crash can happen in FDetailLayoutBuilderImpl::Tick() when a category of UStruct member includes the "|" symbol and member is Tickable.

UE - Editor - Workflow Systems - Dec 3, 2024

A crash can occur when a member of a UStruct has a category with the "|" symbol and is trying to be displayed inside by the FDetailLayoutBuilderImpl class. This happens when there is a UStruct memb ...

The visibility state of on-screen stat messages is not restored correctly after entering and leaving PIE. This also affects other important on-screen messages like map warnings and debug messages.

UE - Editor - UI Systems - Nov 28, 2024

Currently, the ShowStats viewport option is automatically enabled when entering PIE and automatically disabled when exiting PIE. This forced disabling happens even if the option was enabled prior to ...

Crash on packaged dedicated server when a uproperty is marked as both replicated and editor-only

UE - Foundation - Cpp Tools - UnrealHeaderTool - Nov 26, 2024

In some situations, it can be useful to have a replicated editor-only C++ property (For example, the user that reported this issue was attempting to replicate settings to the client for game designe ...

Diffing blueprints in Perforce changelist reviewer incorrectly displays blueprints that reference assets not in local filesystem

UE - Gameplay - Blueprint - Nov 22, 2024

When diffing a blueprint in the Perforce changelist reviewer in-editor (Review Changelists), if the blueprint references an asset that does not exist locally but rather exists as a newly added asset ...

ALevelVariantSetsActor not exposing Actor tags

UE - Editor - Content Pipeline - Variants - Nov 22, 2024

Hi, while trying to workaround this: https://udn.unrealengine.com/s/question/0D54z00008kTgHCCA0/variant-manager-crash-in-upropertyvaluehasvalidresolve I thought I would not create variant sets act ...

Shadow Maps performance issue with 5.4 in comparison towards 5.3

UE - Graphics Features - Shadows - Nov 20, 2024

Shadow depths performance for non-VSM in certain scenes, notably those with rect lights and meshes that are set to movable, went from ~2ms to ~18ms going from UE 5.3 to UE 5.4. Setting the movable a ...

Crash when pasting category

UE - Editor - Workflow Systems - Oct 25, 2024

The following code example will generate category rows with nullptr assigned to OnPasteFromTextDelegate which causes a crash if the user tries to paste onto a row. Once you have this code create th ...

Blueprints breakpoints in a For-Loop stops execution only once when the blueprint asset is from a project template

UE - Gameplay - Blueprint Runtime - Oct 18, 2024

This issue occurs when placing a breakpoint inside a loop in a blueprint's Event Graph or Function Graph. The breakpoint is only triggered once, even though the loop should continue executing. When ...

Pressed event triggered after calling FlushPressedKeys while holding the button

UE - Gameplay - Input - Oct 2, 2024

This is an issue related to the behavior of the FlushPressedKeys function when called manually while a button is held. Once the function is called in C++, a Pressed event gets triggered even though ...

[WinDualShock] DualSense controller haptics with sound does not work in cooked builds

UE - Gameplay - Input - Oct 2, 2024

The user has a proposed fix which they said works: Heya, so just to be clear your solution was to change the WinDualShock.uplugin file where the "WinDualShock" module is defined, and make it "Runtim ...