Hot reload breaks code based struct array used in blueprints

UE - Gameplay - Blueprint - Mar 21, 2016

When an array of a struct, defined in code, is used in a blueprint, preforming a hot reload after making changes to the class with the struct will cause the blueprint nodes relating to the struct be ...

Animation Blueprint does not update in editor if ActorComponent UProperty is changed while ActorComponent is selected on placed Actor

UE - Gameplay - Components - Apr 14, 2020

At editor-time (ie, while using the editor and NOT in a PIE session), the Animation Blueprint's ability to read updated values appears to depend on what component of an Actor is currently selected, ...

[Submix][Recording] - Existing Sound Wave to Overwrite option has no effect

UE - Audio - Submixes - Jul 29, 2021

This is an old bug that looks like it never made its way into JIRA. Adding for documentation.  ...

Motion Blur has noticeable Artifacts when rotating Camera

UE - Graphics Features - Aug 26, 2016

When rotating a camera about an actor the motion blur starts to create blocky/pixelated artifacts around the character in a halo. This can be further exaggerated by moving the actor while rotating t ...

DeprojectScreenPositionToWorld has inaccurate behavior in VR

UE - Platform - XR - May 6, 2015

Calling DeprojectScreenPositionToWorld while in VR mode does not project from the center of the Oculus view. Using the results of the call with a line trace will show the line coming off center fro ...

OnKeyDown does not function in packaged game

UE - Editor - UI Systems - Jul 17, 2015

Pressing down a key for a widget blueprint works in PIE however, it's not functioning once the project is packaged. Project Rar File: [Link Removed] ...

Physics replicates incorrectly on the Client-Side on sloped surfaces

UE - Simulation - Physics - Jul 30, 2019

Replicated objects don't behave correctly on the client-side on slopes when not sleeping. By placing two cubes on one another and slightly rotating the bottom one to create a very gentle slope, the ...

PropertyAccessUtil methods do not do propagation to instances when editing archetypes

UE - Editor - Workflow Systems - May 14, 2020

Currently value propagation is handled at the property node level (c.f., PropagateContainerPropertyChange), and is unavailable to any other editor code / scripting (whether in Python or BP or C++). ...

Overlapping isn't updated on replicated components after SetWorldTransform

UE - Networking - Dec 10, 2015

Overlapping isn't updated on replicated components after SetWorldTransform. Updating the transform on the Actor itself updates the overlapping as expected. Reproduced in 4.10 and Main (CL# 2798114) ...

Debug lines can be obscured by post processing effects

UE - Graphics Features - Sep 14, 2015

Debug lines (Results of DrawDebugLine()) can be obscured by post processing effects such as a strong glare. Debug lines should be always visible for debugging purposes. ...