Regression: Asset Action Utility "Supported Classes" setting is not working correctly when "IsActionForBlueprints" is true

UE - Editor - Aug 16, 2024

When creating an Editor Utility Blueprint derived from "Asset Action Utility", UE allows the user to override function "IsActionForBlueprints". When it returns true, the "Supported Classes" setting ...

Property Editors fail to import text values for FKeys within array/set/map containers when the key is identified by some valid non-alphanumeric characters

UE - Gameplay - Input - Oct 28, 2024

The FKey structure represents a user action input such as a keyboard key, a mouse button/wheel, or a gesture in VR. For the keyboard, it can represent any pressable key, such as letters, numbers, sy ...

Duplicating an inherited Blueprint float variable defaults it's value to 0.

UE - Gameplay - Oct 18, 2018

When creating an Actor Blueprint (Testbase), and creating a new Blueprint Actor that inherits from Testbase (TestBP).  We can drag an instance of TestBP into the World. If we go back into the Parent ...

Clear Timer node does not stop a looping timer

UE - Gameplay - Feb 16, 2015

Setting a Clear Timer node does not stop the named function from firing. ...

UMG widget callbacks do not set PIE context in editor

UE - Editor - UI Systems - May 21, 2018

This is from a UDN post. Several gameplay functions, such as level streaming and SoftObjectPtr resolution, depend on the GPlayInEditorID being set when that code is executed in PIE in the editor. T ...

Unknown force is applied to the cloth when changing the skeletal mesh LoD with cloth.

UE - Simulation - Physics - Character - Jul 11, 2019

There are 3 issuesEach particles don't restore its previous position. Which is for calculating velocity by verlet iteration.The previous transform is cleared by current transform. It provides zero v ...

"DefaultToSelf" pin ignores parameter type

UE - Gameplay - Blueprint - Mar 5, 2015

A user reported an issue resulting in a crash with callstack pasted below. After a brief investigation I've found that user was able to successfully compile a blueprint where a function taking an ...

Crashes after destroying a skeletal mesh attached via socket name (not bone name), the destroyed mesh remains welded.

UE - Runtime - Simulation - Jul 18, 2025

On welding physics bodies during primitive component attachment, UPrimitiveComponent::WeldToImplementation() calls GetRootWelded() and then GetBodyInstance() on the returned root. This searches by b ...

Static meshes with auto-generated LODs can no longer share lightmaps between LODs

UE - Graphics Features - Feb 21, 2017

User report: With 4.15 using only auto generated LOD's static mesh LOD levels can't share computed lightmaps anymore. This cause severe memory increase and it's making lightmass build times way slow ...

Two Incompatible Object types are able to connect via add array in Blueprint Graph.

UE - Gameplay - May 21, 2019

it is possible to connect two incompatible types to an Array Blueprint function node by connecting the Item pin first.  The type of Array function nodes is determined by the first thing connected t ...