Add Movement Input does not work on any pawn that is not controlled by the player

UE - Gameplay - Player Movement - Oct 13, 2015

Add Movement Input does not work on any pawn that is not controlled by the player. Note: this worked in 4.7.6 and earlier. Test project attached. In it, the Player Controller controlled by the acti ...

Changing the name of a variable that references a Blackboard Key inside a Task removes the Key reference inside the Task's node in the Behavior Tree

UE - Gameplay - Blueprint - Oct 5, 2015

Changing the name of a variable that references a Blackboard Key inside a Task removes the Key reference inside the Task's node in the Behavior Tree. Clicking on the Behavior Tree's Task node that r ...

Having a [ or ] in a folder name will cause that filepath to be invalid for anything related to an .ini file

Tools - Feb 16, 2017

If a [ or ], which are used for syntax in .ini files, are included in a folder name, problems occur when that filepath is used for anything that is recorded in .ini files. The example given in the r ...

Linux: UI scale is sometimes not 1.0 on non-high-DPI monitors

UE - Platform - Linux - Nov 7, 2017

At the moment, UI scale is calculated on Linux from physical monitor dimensions (obtained ultimately from EDID) and not system scale. The granularity is 0.25, so scale can be 0.25, 0.5, 0.75, 1, 1.2 ...

Enabling Preview Rendering Level Mobile GLES3.1 on Map With Vector Fields Results in Editor Crash

UE - Platform - Mobile - May 21, 2018

Reproduced Crash on 4.18.3, 4.19.2, and Main CL 4081612. Licensee states: Based on a quick inspection of the code, it seems FVectorFieldVisualizationVertexFactory::ShouldCache() returns false (req ...

Ensure triggers when undoing change to newly created variable

UE - Gameplay - Blueprint - Sep 28, 2018

Ensure will trigger when undo reverts text to default value. "This triggers an ensure because the undo ends up calling SKismetInspector::ShowDetailsForObjects(), which forces the keyboard focus to ...

Component names do not increment correctly when duplicating a component whose name ends with a number

UE - Gameplay - Components - Apr 10, 2019

REGRESSION: Yes, this does not occur in 4.21. This also occurred before CL 58120777, which fixed [Link Removed] Duplicating or Copy/Pasting a component whose name ends in a number does not increme ...

Input consumed by a widget's action binding can be skipped if using key modifiers

UE - Gameplay - Input - Oct 29, 2021

The following code in UPlayerInput::GetChordsForKeyMapping is at fault for this:  !(KeyMapping.bAlt || KeyMapping.bCtrl || KeyMapping.bShift || KeyMapping.bCmd || ActionBinding.KeyEvent == EInputEv ...

Raw Input plugin fails to process some negative values

UE - Gameplay - Input - Aug 22, 2023

Came from a UDN: [Link Removed] Proposed fix is to change `FRawInputWindows::ParseInputData` to use this logic instead: ``` ... USHORT BitSize = ValueCapsBuffer[iValue].BitSize; LONG SizeMask ...

Crash on startup with a Blueprint deriving from an abstract class with a SpriteComponent

Tools - Feb 7, 2018

Appears to be an issue with load order and the timing of when we populate the 'ShowSpriteCommands' and 'SpriteIDToIndexMap' containers, which we assert on if they're not the same size. The original ...