Edit Conditions on Struct that contains FGameplayTagQuery leave the property readonly

UE - Framework - Blueprint Editor - Apr 8, 2024

When inside an array is used a UStruct with a FGameplayTagQuery var that has the EditCondition meta that is evaluating inside the struct. When a new element is added to the array in the editor, if a ...

Inputs and Outputs missing in Details pane on Interface function that has been transferred to local function

UE - Gameplay - Blueprint - Aug 12, 2015

After removing an interface from a blueprint, any interface functions in the blueprint can be transferred to a local function. However, after this occurs, the inputs and outputs are removed from the ...

When doing mesh(SK and SM) re-import, package UMetaData is lost

UE - Editor - Content Pipeline - Import and Export - Dec 10, 2019

To add some meta data to an asset you need to do a "Editor Utility Widget" I create a button that add the metadata to a specific assets here is the onClick graph of my button [Image Removed] I us ...

Missing texture assets cause warnings on editor start: LogStreaming: Warning: Failed to read file '../../../Engine/Plugins/Developer/PlasticSourceControl/Resources/Icon128.png' error.

UE - Editor - UI Systems - Jan 7, 2025

There are a number of missing texture assets which are failing to be read when the editor opens. This is causing a warning to be thrown each time the editor opens, potentially causing CI/CD tests (i ...

Crashes when attempting to use an Instanced Struct inside Control Rig / Rig VM

UE - Anim - Rigging - Control Rig - Mar 17, 2025

Currently, the Control Rig Editor allows the user to use the "Instanced Struct" type, for example for a variable or function input/output. However, this type does not seem to be properly supported ( ...

Nested code component causes ensure in blueprint's child blueprint

UE - Gameplay - Blueprint - Aug 25, 2017

When a component class (base) contains a component property (Nested) adding the base component to a blueprint and changing the position of the component will update the base and nested components as ...

Evaluate ClampedPow material function

UE - Graphics Features - Mar 16, 2017

ClampedPow seems to have been added as a way to tackle common compile warnings and edge cases (particularly NaNs), but the code shouldn't be calling both an abs() then a max(). This causes negative ...

Unexpected Phat constraint skeleton tree search behavior

UE - Simulation - Physics - Nov 14, 2019

The skeleton tree search does not search for constraints based off of their full displayed name in the tree. Only their second bone name is used when filtering (despite portions of their full name s ...

Data Asset Deserialization crash after upgrading 4.19.2 to 421.1

UE - Foundation - Core - Feb 7, 2019

The User has provided an extensive log of their code base setup, and the process leading up to when the Assert occurs. "Our game mode & player state FSM are setup in a data driven manor using UDa ...

Materials with a custom node with a Struct that has a function fails to compile for GLSL (Android) and uses a default material

UE - Graphics Features - Apr 29, 2019

A user has reported that Materials that contain a custom HLSL node that has a Struct with a function declared inside of it results in the material failing to compile for GLSL, causing the Material t ...