BP function node inputs can unintentionally add or clobber metadata

UE - Gameplay - Blueprint - Dec 19, 2018

Blueprint inputs are added to nodes as metadata, with the key set to the pin name and the value set to the default for that pin. Since blueprint functions allow you to name your own input pins, this ...

Details panel for Actor Component is blank in any Blueprint that derives from a code class using that Actor Component after the Actor Component's class name is changed

UE - Gameplay - Blueprint - Dec 20, 2018

Changing the name of an Actor Component code class in a project results in any existing Blueprints that derive from code classes that use that Actor Component to not display the Actor Component's pr ...

Unable to change Blueprint Child Variable values in Python

UE - Editor - Workflow Systems - Dec 20, 2018

Using the Python function unreal.SystemLibrary.set_bool_property_by_name() to change the default variable values of a child Blueprint do not work as intended. Tested in 4.20.3 (CL - 4369336), 4.21. ...

Static array based on an enum does not show the enum element names if a C-style cast is used with a space between the type being cast to and the enum

UE - Foundation - Core - Dec 21, 2018

A static array based on an enum does not display the enum names in Blueprints if the size of the static array uses an explicit C-style cast with a space between the type being cast to and the enum b ...

Enabling Merge GC Clusters and Blueprint Clustering causes a packaged Window project to crash

UE - Foundation - Core - Cooker - Jan 3, 2019

Enabling the check boxes for Merge GC Clusters and Blueprint Clustering causes packaged Windows projects to crash on startup. The log and dump files regarding this crash have been attached to this t ...

Replicated component leak on clients if RPC forces construction and server destroys it in the same frame

UE - Networking - Jan 3, 2019

RPCs called on actors force a channel to be opened and the actor to be replicated at least once. If the RPC is called on a new replicated component while the actor channel is already open, but the ...

When r.CustomDepth = 3 (Enabled with Stencil), the values of SceneDepth and CustomDepth are different on IOS

UE - Graphics Features - Jan 7, 2019

The user wants to express using the difference between SceneDepth and CustomDepth. However, when r.CustomDepth = 3 (Enabled with Stencil), the expression can not be realized because the SceneDepth a ...

When the engine version updated, partial data of TMap/TSet type of DataTable is missing

UE - Foundation - Core - Jan 7, 2019

When updating to 4.21, Element previously added to DataTable is missing. This only occur when you move to 4.21. If it change from 4.19 to 4.20, DataTable will keep data. it can restore broken data b ...

Crash when executing Rename Asset or Duplicate Asset and other functions in Scripted Actions

UE - Gameplay - Blueprint - Jan 8, 2019

In Scripted Actions, if you execute a function after using Rename Asset or Duplicate Asset, it will crash. If you do not execute the function it will not crash. ...

Crash editor when open the level sequencer after updated 4.20

UE - Anim - Sequencer - Jan 8, 2019

When migrating from the version before 4.20 to the version after 4.20, opening the level sequencer will crash. I think that there is a problem with conversion from SnapTimeInterval (FixedFrameInterv ...