Native variable references like GameplayAttribute cannot be searched by "Find in Blueprints" or "Asset Search"

UE - Framework - Blueprint Editor - Jan 4, 2023

"Find in Blueprints" does not turn up results when searching a GameplayAttribute by name, even when there is a GameplayEffect blueprint that has a modifier for that GameplayAttribute. This is becau ...

Using "Save Current" instead of Save all appears to result in loss of data in actors using structs

UE - Gameplay - Blueprint Editor - Apr 11, 2018

When using the Save Current button rather than save all, an actor that uses a variable with a struct will not retain data after the editor is restarted. Steps from scratch:Open EditorCreate a new ...

LIVE: Reflection Capture are not working with moveable directional light on mobile

UE - Graphics Features - Nov 3, 2014

When a Directional Light is changed from static to movable, the materials in the level will appear dark. ...

A Skeletal Mesh simulating physics that hits a Geometry Collection Actor with OneWayInteraction true, OneWayInteractionLevel 1, and is using Damage Propagation (default) will be accelerated so fast it immediately disappears by hitting the world limits

UE - Simulation - Core - Jan 20, 2025

A Skeletal Mesh simulating physics that hits a Geometry Collection Actor with OneWayInteraction true, OneWayInteractionLevel 1, and is using Damage Propagation (default) will be accelerated so fast ...

BP - Editing defaults on a nested subobject of a component inherited from a native parent class won't preserve those defaults when the BP is instanced.

UE - Gameplay - Components - Jan 19, 2017

I think the issue is that in GetInstancedSubobject() (CoreNative.cpp), the following bit of code is not considering that the instanced subobject might be outered to another instanced subobject withi ...

Crash when cooking landscape collision in world partitioned level

UE - Graphics Tools - Terrain - Landscape - Jun 24, 2022

This is caused by the loss of data in the ULScapeHeightfieldCollisionComponent::CollisionHeightData. The CollisionHeightData is not marked as BULKDATA_PayloadInSeperateFile and is processed with a k ...

Cast modulated shadows causes black screen on iOS with non-default FOV

UE - Platform - Mobile - Oct 14, 2015

Using a FOV other than 90 with Cast Modulated Shadows seems to cause a black screen and weird FOV issues on an iOS device, in 4.9.2. If the camera has FOV=90, it works fine on the iOS device. If th ...

Replicated components spawned by CreateComponentOnInstance are broken by object reuse

UE - Gameplay - Apr 5, 2023

When the gameplay framework component manager creates components as part of CreateComponentOnInstance, it passes in the requested class name as the literal name of the component instead of using the ...

Foliage unbuilt instances have incorrect LOD

UE - World Creation - Worldbuilding Tools - Foliage - Dec 13, 2024

From licensee: Foliage instances are not drawn correctly/the wrong LOD is selected while painting in FoliageMode. This is more apparent when setting InstanceSettings>CullDistance>Max to a value != ...

Enable HDR Display Output on Game User Settings Crash

UE - Graphics Features - Jun 14, 2018

Crash when attempting to enable HDR via UserSettings This crash will also occur when project is fullscreen. User's Environment: "I have an Nvidia GTX 1080 Ti and have two monitors attached: 1. ...