[CrashReport] UnrealEditor-Engine!SkeletalDebugRendering::DrawBonesFromPoseWatch(FPrimitiveDrawInterface *,FAnimNodePoseWatch const &,bool) [SkeletalDebugRendering.cpp:213]

UE - Anim - Runtime - Jan 3, 2023

Generated from CrashReporter 1 user reported: "Crash when using "Toggle watch pose" in any node of the animation blueprint. The crash happens when you save the ABP after enabling toggle watch pose ...

Level sequence attachment dirtying bugs - 5.4

UE - Anim - Sequencer - Mar 28, 2024

Level Sequences can mark the level they are in as modified without modifying them, as well as get themselves into a state where they modified themselves when saved. ...

Custom mode animation resets character pose on every change in the Sequencer

UE - Anim - Sequencer - May 30, 2024

Skeletal Mesh Components that use Custom Animation Mode will have their animation rest to the base position when any change is made to the Level Sequence that the character is used in. The Licensee ...

Changing UFUNCTION Category causes function to not appear in BP right-click menu after hot reload

UE - Gameplay - Blueprint - Mar 11, 2015

If a function with a Category set in its UFUNCTION macro has the value of the category changed and then compiled (hot reload), the function will no longer show up in the right click menu of the blue ...

EXR renders won't go above 640x360 when rendering from an Editor Window

UE - Anim - Sequencer - Jan 4, 2016

User was attempting to render out EXR sequences and ran into an issue where anything above 640x360 caused the window to shrink and render at a lower resolution. The workaround is to "Use Separate P ...

Renaming components in blueprints resets default values for all instances

UE - Gameplay - Blueprint - Sep 15, 2015

Renaming a blueprint component and presing ocmpile will reset any altered instances of the blueprint to default values. ...

Editor crashes when attempting to open maps and modes subcategory after changing player pawn from migrated content folder location that gamemode is referencing

UE - Gameplay - Blueprint - Feb 6, 2015

The editor crashes when a user attempts to open the maps and modes subcategory of project setting while using a gamemode from migrated content, then moves the player pawn in the content browser to a ...

Can only render Matinee movies with Separate Process

Tools - Aug 23, 2016

Can only render Matinee movies with Separate Process. ...

Passing array from blueprint to C++ causes performance drop

UE - Gameplay - Blueprint - Sep 8, 2015

Passing a blueprint array as an argument to a C++ function causes a spike in Frame rate, game and GPU. This spike is noticeable when using UnitGraph. Attached screenshots show difference in UnitGr ...

Variables named PlayerCamera are replaced with PlayerCameraManager in PlayerController BPs

UE - Gameplay - Blueprint - Mar 19, 2015

Variables named PlayerCamera are being automatically replaced with references to PlayerCameraManager in Player Controller Blueprints. Occurs when you copy+paste a reference (both get and set) to Pl ...