A crash can occur when modifying a user-defined struct asset that's indirectly accessed through a variable node.

UE - Gameplay - Blueprint Editor - May 11, 2021

If a user-defined struct-type variable is declared in one Blueprint, and that variable is then indirectly accessed in a second Blueprint through a reference to the first Blueprint, modifying the str ...

Seamless travel is preventing Server Travel

UE - Gameplay - May 10, 2021

Seamless travel seems to not be functioning properly.  With Run Under One Process set to false and Seamless travel enabled, the ServerTravel command is not bringing the server to the specified map.  ...

Nativized blueprint does not support reading values from TRange structs

UE - Gameplay - Blueprint - May 10, 2021

Compile errors will occur during packaging with Blueprint nativization enabled if e.g. "Get" nodes are placed in a Blueprint on FFloatRange struct types (or any other explicit TRange derivative) and ...

iOS 14.5 - Code Signing Version No Longer Supported

UE - Platform - Mobile - May 3, 2021

Using the remote build process (making an iOS build from Windows with a remote Mac) no longer functions properly on iOS 14.5 devices. It's possible to create an ipa, but it's not actually possible ...

Each adding a static mesh not containing any collision data keeps increasing PhysX memory

UE - Simulation - Physics - Apr 19, 2021

If the static mesh has UseSimpleCollisionAsComplex and does not have any SimpleCollision shapes, The physics actor will be destroyed immediately in FInitBodiesHelperBase::CreateShapesAndActors, but ...

An array of structures variable has its values reset when the structure is modified without recompiling the blueprint

UE - Gameplay - Apr 2, 2021

An array of a structure that has been modified without the array's blueprint being complied results in the values of the array element being reset. Compiling each blueprint that has the array of str ...

Intermittent fatal assert in GetArchetypeFromRequiredInfoImpl for an object with RF_NeedLoad

UE - Gameplay - Components - Mar 25, 2021

The archetype instance for the ProceduralMeshComponent's physics data object is not flagged as such, so the event-driven loader does not designate it as a preload dependency, which may be putting us ...

Shader complexity mode reportedly broken on Vulkan

UE - Rendering Architecture - RHI - Mar 23, 2021

Shader complexity reported (on AH) broken on Linux since 4.25. No local repro attempted. https://answers.unrealengine.com/questions/1019826/shader-complevity-view-mode-is-completely-broken-s.html ...

Enabling Window Animations causes drop down menus to flicker and be displaced

UE - Editor - UI Systems - Slate - Mar 10, 2021

I tested this with 3 Nvidia Drivers to see if I could find a driver that works properly. I tested the following Game Ready drivers Version 457.30, 461.40 and the latest, 461.72. The flicker occurred ...

Loading instanced static mesh causes memory leak in packaged game

UE - World Creation - Worldbuilding Tools - Foliage - Mar 3, 2021

The leaking variable is UInstancedStaticMeshComponent::InstanceDataBuffers. The memory block is passed to InitPerInstanceRenderData() via InstanceDataBuffers.Release(). But the function doesn't mana ...