Logic error in TRange::Difference causes crash when you Trim and Preserve Left/Right and unbounded Attach section in the sequencer

UE - Anim - Sequencer - Aug 1, 2024

TRange::Difference function does not handle bounds correctly, causes crash in the sequencer when "Trim And Preserve Left/Right" is used in the user's example project. User provided a potential fix: ...

Assert in MoviewPipelinePIEExecutor when cancelling movie scenes during rendering

UE - Anim - Sequencer - MRQ - Sep 11, 2024

When rendering a single Level Sequence with MRQ, removing the Level Sequence that is actively rendering will create an array out of bounds exception. Also confirmed in //UE5/Main, CL: 36086643 ...

Widget Flickering Observed in RetainerBox with Incorrect LayerId

UE - Editor - UI Systems - UMG - Nov 19, 2024

Setting the Phase Count of a RetainerBox to 2 or more may cause other widgets within the same UserWidget to flicker. Upon investigation, we found that during frames where the flickering occurs, the ...

AddActorWorldOffset offsets character blueprints faster than other actors

UE - Gameplay - Feb 22, 2016

AddActorWorldOffset offsets character blueprints faster than other actors when the character is possessed or anytime after possession/ejection has occurred. ...

Crash when Child Actor Component overlaps Parent static mesh inside of the blueprint editor

UE - Gameplay - Sep 21, 2015

Crash when Child Actor Component, that is set to Destroy Other Actor on overlap, overlaps Parent static mesh inside of the blueprint editor Crash Reporter: [Link Removed] ...

Output pins labeled "self" will not appear on interface functions called in blueprints

UE - Gameplay - Blueprint - Jan 28, 2016

Output pins labeled "self" will not appear on interface functions called in blueprints. ...

Asset produces error "Failed import for object property" upon loading editor

UE - Gameplay - Blueprint - Jan 18, 2016

Filepath for asset referenced in Gamemode blueprint produces error: /Game/ACustom/Code/cBP_Gamemode: Failed import for ObjectProperty /Game/ACustom/HUD/Game_UI.Game_UI_C:STMSG Fix up redirectors ...

Setting Runtime Generation to Static Resets Upon Closing and Re-opening Editor

UE - AI - Nov 23, 2015

In Project Settings>Navigation Mesh, setting the Runtime Generation context menu to static reverts to dynamic if the project is saved, closed, and reopened. ...

Deleting Texture 2D asset generated after saving a level in a project with Generate Mesh Distance Fields deleted .umap file

UE - Graphics Features - Oct 16, 2015

If "Generate Mesh Distance Fields" is active within the project settings of a project, the .umap of a level will be deleted if a landscape is created and the level is saved, then the 2D texture that ...

Edge Screen Artifacts when calling Widget Blueprints to the Viewport and toggling Fullscreen Mode

UE - Editor - UI Systems - Apr 6, 2016

Widgets called to the Viewport with Fullscreen enabled, will eventually cause artifacts to appear on the edges/borders of the screen. There is currently a forums post with multiple users reporting ...