Natively declared Gameplay Tags aren't counted by Reference Viewer when set default by ctor

UE - Gameplay - Jul 11, 2024

Similar to Issue 199247 ([Link Removed]), Natively declared Gameplay Tags aren't counted by Reference Viewer when used in a variable set in a C++ ctor. ...

In the Anim Sequence Editor set a Notify's MontageTickType to be fixed to BranchingPoint if that Notify is a Native Branching Point

UE - Anim - Gameplay - Jun 30, 2023

To avoid confusing users when working with a Native Branching Point Notify set its MontageTickType to be fixed to BranchingPoint.  ...

Cursor locks to ScrollBox in native fullscreen mode are locked in the wrong position

UE - Editor - UI Systems - UMG - Sep 17, 2024

When specifying a widget of a different size than the screen in FReply::LockMouseToWidget, the cursor is locked to a different position in native full screen mode. It appears that the window size n ...

Launching with -VR will pick non-native display resolution for Vive/SteamVR

UE - Platform - XR - May 2, 2016

Running with -game will run game at native fullscreen resolution 1920x1080. (checking with r.setres)Running with -game -vr will run game in VR but resolution is 1280x720. (checking with r.setres) Th ...

Packaging fails during compilation when nativizing a blueprint using ForEach and ByteTo with a custom enum type

UE - Gameplay - Blueprint - Jul 13, 2018

When using Blueprint Nativization, the compilation will fail during packaging when using a ForEach loop or ToByte conversion with a custom enum in a TMap. Regression?: No This occurs in 4.18 ...

Unconverted BP function library does not assign output parameters after function call in a nativized build.

UE - Gameplay - Blueprint - May 31, 2018

Stub functions generated for unconverted assets as dependencies of nativized assets do not properly handle output parameters (the result is not assigned after the ProcessEvent() call). Suggested fi ...

Nativized widgets that include a custom button cause a crash if Event Driven Loading is enabled

UE - Gameplay - Blueprint - Aug 3, 2018

Nativizing a Blueprint that includes a custom button (a Blueprint parented to the "Button" class) causes a crash when Event Driven Loading is enabled. Disabling Event Driven Loading can workaround t ...

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 ...

The nativized 'Array_Get' custom thunk implementation fails to properly initialize the item returned in the invalid index case.

UE - Gameplay - Blueprint - Apr 19, 2018

FCustomThunkTemplates::Array_Get() fails to properly initialize a default item when the index is invalid: Item = U{}; That will leave the item uninitialized (e.g. UDS types). Should be using the ...

SpawnActor: Actor with StaticMeshActor native parent class spawns with offset when NOT using locally stored transform

UE - Simulation - Physics - May 9, 2018

An Actor with a StaticMeshActor native parent class will spawn with offset when NOT using locally stored transform. Removing collision from StaticMesh has no effect. Changing Collision Handling Ov ...