AutoCreateRefTerm does not provide a way to specify that a TArray property within a struct should have a default value created for it if none is provided

UE - Gameplay - Feb 9, 2018

The current implementation of AutoCreateRefTerm does not allow for a default value to be automatically created for a TArray contained within a struct that is passed into a function as a parameter. I ...

Buoyancy is broken in UE5: even BP with Cube SM component (mass is 1kg) and default Buoyancy Component with one default Pontoon falls on bottom of lake

UE - Simulation - Physics - Jul 26, 2021

Shorter steps:Steps 1-8 from Steps to reproduce (create level with water body)Find BP_BuoyancyExample in Content Browser (Engine>Plugins>Water Content>Blueprints)Place BP_BuoyancyExample above the w ...

Regression - Nested scene component subobjects are no longer being registered when the owning scene component is added to an existing Actor instance as an instanced component.

UE - Gameplay - Components - Nov 16, 2016

This is a regression that was introduced with changes made to address issues with native vs. non-native component registration at Blueprint construction time ([Link Removed]). Prior to those change ...

Crash on project open

UE - Gameplay - Blueprint - Feb 5, 2015

EDIT: CrashReporter link: [Link Removed] EDIT2: Likely also this crash: [Link Removed] EDIT3: This crash appears under a different Bugg in 4.7: [Link Removed] Engine crashed when attempting to op ...

Crash when calling "Create Widget" node

UE - Editor - UI Systems - Dec 3, 2014

User reported a crash when trying to call "Create Widget" node set to UserWidget. Was not able to reproduce internally. User was able to resolve the crash by recreating the widget blueprint and re ...

If a component has been rotated at all, running ComponentSweepMulti on it does not return the correct position of any colliders on the component

UE - Simulation - Physics - May 14, 2015

ComponentSweepMulti does not return the correct location of colliders if the component that is passed in has been rotated at all. The actual collision on the object in the game will be correct. ...

If PVRTexToolCLI is not executable, invalid texture data is used and crash results when launching on device

UE - Platform - XR - Jul 5, 2017

Synced the code on Windows and transfered to Mac, the file PVRTexToolCLI lost its executable permission bits... UE4 couldn't run the tool, but carried on processing anyway, processing invalid textur ...

Using dynamic bindings in a code class will result in the bindings becoming a permanent part of any Blueprint created from that class if a hot reload is performed.

UE - Foundation - Core - Mar 26, 2015

If dynamic bindings are being used in a custom code class from which Blueprints are derived, any hot reload will make the bindings a permanent part of the Blueprint and they cannot be removed or cha ...

A project using the Script Plugin will not open in a binary version of the Engine that is created from an Engine built from source code

UE - Foundation - Build - Rocket (Installed Engine) - Feb 1, 2017

Trying to open a project that uses the Script Plugin in a binary version of the Engine that has been created from an Engine built from source code will fail. The Engine is looking for the file Unrea ...

Local binary build fails for iOS platform.

UE - Foundation - Core - Oct 5, 2017

Attempting to create a local binary build of the Engine for the iOS platform using BuildGraph is currently failing. While trying to build UHT for Mac using a remote build, the build fails because it ...