When welding a procedural mesh component to a non-physics simulated static mesh that overlap they collide continuously

UE - Simulation - Physics - Jul 18, 2019

When attaching a Procedural Mesh Component with a copied static mesh to a static mesh component the two meshes collide and "push" each other (go flying on play). Weld is to be used for simulated ph ...

Selected tool using ScriptableTool might get closed when selecting an exposed property.

UE - Graphics Tools - Modeling Tools - May 21, 2024

When using a created tool of the ScriptableTool plugin, and setting an InstanceEditable variable, the tool might get close. For this to happen, we need to have a ToolPropertySet attached to the too ...

UWorldPartitionSubsystem::IsStreamingCompleted returning the wrong query result when all cells and actors in location are in DataLayers

UE - World Creation - Worldbuilding Tools - World Partition - Jul 24, 2025

Context: Data Layers is a system within World Partition used to organize Actors both in the Editor and at runtime. It allows for the user to dynamically load and unload layers in the Editor to help ...

Context sensitive actor list retrieves temp folder data in blueprints while using source control

UE - Gameplay - Blueprint Editor - Nov 12, 2015

If a project uses source control and a blueprint has been diffed against previous revisions, the revisions will appear within the temp folder. This temp folders contents appear in context sensitive ...

An Actor BP with an editable variable that references another Actor in the level will reference multiple examples of that Actor if it is duplicated

UE - Gameplay - Blueprint - Mar 13, 2015

An Actor BP with an editable variable that references another Actor in the level will reference multiple examples of that Actor if it is duplicated. Reproduced in 4.7.2 binary and Main (//depot/UE4 ...

Blueprint Interfaces cannot pass by reference between two blueprints

UE - Gameplay - Blueprint - Feb 25, 2015

Pass by reference variables do not work when called from a blueprint interface between two blueprints. Workaround: Use direct communication to pass by reference between two blueprints. ...

ForEachLoop doesn't iterate through all of the actors returned by the Get Overlapping Actors node

UE - Gameplay - Blueprint - Apr 10, 2015

ForEachLoop doesn't iterate through all of the actors returned by the Get Overlapping Actors node. Note: You can workaround this issue by adding the overlapped actors to an array and then looping t ...

Projects are failing when Content/Pak folders are added outside of the saved folder

UE - Platform - Mobile - Oct 13, 2016

When the Content/Pak file is outside of the Saved Folder, it'll crash with an internationalization error. But when the Content/Pak file is inside of the Saved folder, there is not a crash. ...

BP - Editing defaults on a nested subobject of a component inherited from a native parent class won't preserve those defaults when the BP is instanced.

UE - Gameplay - Components - Jan 19, 2017

I think the issue is that in GetInstancedSubobject() (CoreNative.cpp), the following bit of code is not considering that the instanced subobject might be outered to another instanced subobject withi ...

Crash when adding Actor Array Element to a Sequencer Event Struct

UE - Anim - Sequencer - May 25, 2017

Crash when adding Actor Array Element to a Sequencer Event Struct Error message: Assertion failed: 0 [Link Removed] [Line: 56] Source Context: 42 N = FName(*StringName); 43 ...