CableComponent particles spawn at origin when gameplay starts depending on component registration order

UE - Gameplay - Components - Jan 9, 2025

A workaround was provided for the user, to use 'Set Attach End to Component' nodes during BeginPlay. While this fixes the issue in gameplay, the editor preview no longer syncs with gameplay. ...

Static/stationary child actor components are invisible and/or move position when placed inside a dynamically loaded level

UE - Gameplay - Components - Oct 31, 2024

When loading a non-world partitioned level into a persistent world partitioned level, parent actors with child actor components within the loaded map will move position or become invisible. Within t ...

A Packaged build that has had an Editor Only Component added to one of its Blueprints logs a false positive warning - USimpleConstructionScript::FixupRootNodeParentReferences()

UE - Gameplay - Components - Oct 15, 2024

A Packaged build that has had an Editor Only Component added to one of its Blueprints logs a false positive warning in USimpleConstructionScript::FixupRootNodeParentReferences(): USimpleConstructio ...

Swapping the Child Actor Class of a ChildActorComponent back to a previously selected BP leads to an Editor crash from illegal Renaming

UE - Gameplay - Components - Sep 11, 2024

A fatal error occurs if we change a Child Actor Class from one BP (ex. "BP_A") to a different BP ( ex. "BP_B") and later change it back to the first BP (ex. "BP_A") without compiling the BP between ...

Child actor primitive root component failing to decrement attachment counter to 0 before UPrimitiveComponent::FinishDestroy

UE - Gameplay - Components - Aug 8, 2024

Dragging a BP actor containing a child actor component of an actor class with a static mesh as its root component into the scene viewport will cause artifacts and hit SceneData.AttachmentCounter.Get ...

Pasting custom data floats from a text editor into a instanced static mesh component crashes the editor

UE - Gameplay - Components - Aug 5, 2024

When an instanced static mesh component with a material using a PerInstanceCustomData node has its data floats pasted in, the editor crashes with an "Array index out of bounds" error. The licensee w ...

Cook Determinism - Construction Scripts and ChildActorComponent issues with DiffCooks

UE - Gameplay - Components - Jul 26, 2024

To step through the issue, in the -DiffOnly cook add a breakpoint to UChildActorComponent::OnRegister and UChildActorComponent::OnUnregister. It should hit 4 times:Once when LoadPackage loads the ma ...

check(!bPostTickComponentUpdate) fails triggered by ~FStaticMeshComponentBulkReregisterContext() and FD3D12DynamicRHI::ProcessInterruptQueueUntil()

UE - Gameplay - Components - Jul 23, 2024

Context: Some ActorComponents can schedule end-of-frame work which UWorld executes later in the frame in UWorld::SendAllEndOfFrameUpdates(). By-design it appears that it's not allowed to schedule mo ...

In editor, custom primitive data dont work on instance static meshes in bp instance

UE - Gameplay - Components - Jun 25, 2024

Changes to custom primitive data properties for instanced meshes placed in the editor work in-game but are not otherwise reflected in-editor. ...

Inconsistent handling of child actor component mobility mismatches.

UE - Gameplay - Components - May 22, 2024

If you have; BP_Foo, that has a ChildActorComponent of BP_Bar, and you set the Mobility of BP_Bar to Moveable, then place BP_Foo in a level and cook it. BP_Bar will end up at origin with a static at ...