References stored in deleted UProperties stick around in a Blueprint Class

UE - Gameplay - Blueprint - Apr 25, 2017

If a UProperty that stores a reference to an asset is deleted, the reference to that asset lingers in any Blueprints that had a reference stored in that UProperty. This can lead to issues when the r ...

Code Projects do not upgrade cleanly to 4.16

UE - Foundation - Core - May 4, 2017

When using the "Switch Engine Version" option in the uproject's right click menu to change a project's engine association, switching to 4.16 and attempting to launch the project forces the project t ...

Color bubble has no effect in an Event Graph

UE - Gameplay - Blueprint - Feb 24, 2015

If you add a comment to an Event graph Blueprint and change the comment color, the bubble should not change colors unless the Color Bubble detail is checked. I have included photos to better show ...

DisplayName UFUNCTION specifier working incorrectly with functions that have a return

UE - Gameplay - Blueprint - May 10, 2016

When using the DisplayName specifier in a UFUNCTION that has a return (anything other than void), the DisplayName does not apply to the function's name in the My Blueprints panel after being overrid ...

Editor Crashes When Setting Location of Scene Component BP to World

UE - Gameplay - Blueprint - Dec 9, 2015

In an actor blueprint with a scene component blueprint as its root, if you add a child object to the scene component blueprint, and then go into the scene component blueprint and set the location to ...

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

UE - Graphics Features - Mar 30, 2017

This crash seems to be related to or a continuation of [Link Removed], where that specific CrashGroup stopped receiving new crashes after the 4.10 release. This one has occurred from 4.13 - 4.15 (s ...

Mesh reduction modules selection aren't properly applied on engine restart

UE - World Creation - Worldbuilding Tools - May 4, 2023

Recent changes in the MeshReductionManagerModule::StartupModule() have introduced issues where it won't respect what reduction modules have been set in the config file. This is a big issue for plugi ...

Reset Instance Changes to Blueprint Defaults does not reregister components

UE - Framework - Blueprint Editor - Jan 17, 2024

For map placed blueprint actors with components with property modifications, when triggering Reset Instance Changes to Blueprint Default from the actor instance's Details panel, any components with ...

Calling UMoverComponent::IsModifierActiveOrQueued() immediately after calling UMoverComponent::K2_QueueMovementModifier() will return false

UE - Gameplay - Player Movement - Mover - Mar 10, 2025

Calling UMoverComponent::IsModifierActiveOrQueued() immediately after calling UMoverComponent::K2_QueueMovementModifier() will return false. Checking the code, IsModifierActiveOrQueue() calls FindMo ...

Interface functions inherited after a duplicated actor blueprint is reparented to the blueprint it was duplicated from cannot be deleted.

UE - Gameplay - Blueprint - Oct 16, 2015

Interface functions inherited after a duplicated actor blueprint is re-parented to the blueprint it was duplicated from cannot be deleted. Note that the inherited function can be deleted in a new ac ...