Steam friends list is duplicated when opened for a second time in the packaged version of Shooter Game

UE - Networking - Jun 29, 2015

If a user is logged into a Steam account with between 1 and ~10 friends (Max depends on resolution, as it'll push the excess off the screen) and they open the friends list multiple times, it'll dupl ...

Sequences in sub-levels only fire events in the persistent level

UE - Anim - Sequencer - Mar 28, 2016

Sequences in sub-levels only fire events in the persistent level. I don't know if they're expected to be firing in all levels or just the sub-level ...

Compilation manager inhibit construction script to get other actor reference on the level when running construction script right after actor compile.

UE - Gameplay - Blueprint - Aug 9, 2017

Construction script execution following blueprint compile gets invalid actor reference if Blueprint compilation manager is enabled. For example, in the attached project, Right after blueprint compi ...

Override Attenuation Can't be Unchecked When Audio Component Added to Blueprint and Blueprint Attached to Actor

UE - Audio - Dec 20, 2017

Checking Override Attenuation in Details <  Audio Component < Attenuation disables settings that further adjust the Attenuation. Such as: Attenuation Air Absorption, Attenuation Listener Focus, Atte ...

Server RPC with struct param containing class reference does not pass parameter

UE - Networking - Apr 2, 2018

Class ref is not passed to server within the struct in UE 4.19. Instead, the default value is passed to the server. LogNetPackageMap: Warning: SanityCheckExport: CacheObject == NULL. NetGUID: 1, Ob ...

OnHit not firing when capsule collider passes onto very close and same height mesh

UE - Simulation - Physics - Sep 10, 2019

When a capsule collider passes from the top of one piece of geometry to another that is very close the OnHit event doesn't fire. I have attached a project that demonstrates the issue in 4.23. A vid ...

Editor becomes unresponsive/freezes when a Geometry Collection is destroyed by a Hit Event while simulating

UE - Simulation - Physics - Destruction - Apr 19, 2023

This is a regression. Tested in //UE5/Release-5.1 CL23901901 When a geometry collection is destroyed by an On Hit event the editor becomes unresponsive and never recovers. No crash is generated. ...

Renaming a level by WorldPartitionRenameDuplicateBuilder fails if the level contains GroupActor with non-spatial actors

UE - World Creation - Worldbuilding Tools - World Partition - Oct 24, 2023

Referece to the source level should be fixed by FReplaceObjectRefsArchive, but it is not working because ArIsModifyingWeakAndStrongReferences is not set. It can be fixed by setting the flag.class FR ...

FAnimationRuntime::BlendPosesPerBoneFilter() causes an assertive crash when Skeletal Mesh LOD is changed

UE - Anim - Runtime - Nov 1, 2023

The crash occurs from "check(BoneBlendWeights.Num() == NumBones);" This crash occurs when the following conditions are met;The skeletal mesh LOD is changed.The number of bones is difference between ...

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

UE - Framework - 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 ...