Custom Primitive Data types do not work with Procedural Meshes even though the option exists in their Details Panel

UE - Graphics Tools - Modeling Tools - Dec 16, 2021

This is a not a regression. Tested in UE5(Binary), UE4(Binary), and UE5 Main(P4). Procedural Meshes have the option for CPDs listed in their details panel under Rendering > Advanced >Custom Primit ...

A project on Mac that includes a static library will continue to use the old cached version of the library after the library is updated.

UE - Foundation - Cpp Tools - UnrealBuildTool - Sep 9, 2016

If a static library that is included with a UE4 project is changed, the new version of the library is not used when the project is built again. Instead, the original cached version of the library is ...

Niagara crashes with skeletal mesh sampling in GPU system in Vulkan

UE - Niagara - Sep 17, 2019

Switching over to GPUCompute with Skeletal mesh surface sampling will crash in Vulkan. This does not occur with CPU sims or in D3D. When testing with D3D I would get the same Niagara compile warning ...

Subcategories in Visual Logger do not Remember Open/Closed State

UE - AI - Aug 2, 2022

Within the actor snapshot area, you can categorize information into different sub-trees, each of which are expandable. However as you scrub through the timeline and new events happen, any sub-catego ...

Sequencer - Soft References do not work as payloads in Event Track keys, the endpoint event receives none/empty instead

UE - Anim - Sequencer - Jul 31, 2024

In sequencer, an "event track" can be added to call functions/events defined in the Sequence Director Blueprint. The parameters for those endpoint functions/events can be sent as a Payload associate ...

[CrashReport] UE4Editor_Kismet!FFindInBlueprintSearchManager::OnCacheAllUncachedBlueprints() [findinblueprintmanager.cpp:2095]

UE - Gameplay - Blueprint - Nov 2, 2017

This is a trending crash coming out of 4.18; it may be a regression. Users have not provided any descriptions of their actions when the crash occurred. Source Context 2093 // Start the cac ...

A build may fail in Visual Studio if a space is added after the # in an include pre-processor instruction to allow a struct in one header file to reference a struct in the other

UE - Foundation - Core - Sep 23, 2016

A project building in Visual Studio will sometimes fail with the error Unrecognized type 'FBar' - type must be a UCLASS, USTRUCT or UENUM. This can occur in situations where one struct was reference ...

Blueprint reinstancing can duplicate delegate bindings from the reinstanced Blueprint Actor to another referenced Actor instance in the current scene.

UE - Gameplay - Blueprint Compiler - Oct 8, 2018

This issue occurs because post-BP compile reinstancing does not clear delegate bindings to other referenced Actor instances in the scene. Thus, the old BP actor instance remains in the referenced Ac ...

[CrashReport] UE4Editor_Engine!FAnimNotifyEvent::IsBranchingPoint() [animtypes.cpp:86]

OLD - Anim - Aug 29, 2017

This is a common crash occurring in the 4.17 release. Users have not provided any descriptions of their actions when the crash occurred. Source Context 72 float FAnimNotifyEvent::GetDurati ...

ShowOnlyInnerProperties does not work on a struct property in a class nested within another class as an instance

UE - Gameplay - Blueprint - Feb 19, 2019

When the ShowOnlyInnerProperties property specifier is used for a struct property, the properties contained within the struct are exposed to the Blueprints Details panel as if they were part of the ...