Lyra: GA_Melee uses disallowed NetMulticast RPC for melee impact sound

UE - Gameplay - Gameplay Ability System - Jun 13, 2024

The melee gameplay ability GA_Melee uses a NetMulticast RPC which isn't allowed and causes a blueprint validation error: GA_Melee.uasset: Gameplay Abilities are not replicated to Simulated Proxies ...

Key type checking nodes cause the BP to become dirty upon reopening it

UE - Gameplay - Blueprint - Oct 29, 2015

All "Key" related BlueprintPure nodes cause the Blueprint to become dirty when the Blueprint is reopened. This includes: Key Get Display Name Key Is Float Axis Key Is Gamepad Key Key Is Keyboard Ke ...

Hierarchical and normal Instanced Static Mesh Components do not maintain PerInstanceRandom values when transforms are modified

UE - Graphics Features - Nov 6, 2017

When using PerInstanceRandom in a material that is applied to a Hierarchical or normal Instanced Static Mesh component, there are issues of the value resetting when certain transform operations are ...

Crash on hot reload for DynamicDelegate

UE - Foundation - Core - Mar 23, 2020

This issue may be badly implemented, but the reference to the VTable may be incorrect during a hot reload. Crash always in sample project. Summary:Call ForeachRow function in Custom Struct constr ...

A crash can occur when modifying a user-defined struct asset that's indirectly accessed through a variable node.

UE - Gameplay - Blueprint Editor - May 11, 2021

If a user-defined struct-type variable is declared in one Blueprint, and that variable is then indirectly accessed in a second Blueprint through a reference to the first Blueprint, modifying the str ...

Extracting Sprites from Padded Non-Power of Two Textures are Offset

UE - Gameplay - Paper2D - Oct 12, 2015

Extracted Sprites are offset when importing a non-power of two sprite sheet, padding it to a power a two mode, and then using the extract function. You can see this offset clipping of the extracted ...

Material Compile Error [SM5]

UE - Graphics Features - Jun 8, 2016

There is an material compile error when using a TexCoord node shared between two Texture samples. The user provided a number of ways to work around the issue, but this issue becomes more problemati ...

Distance Field AO not Rendering in VR

UE - Platform - XR - Mar 24, 2017

Distance Field Ambient Occlusion does not render in VR. I mentioned to the user reporting this issue, that using DFAO is more than likely disabled by default due to the baseline cost of using the ' ...

UKismetArrayLibrary::GenericArray_Shuffle is weighted to return some results more than others

UE - Gameplay - Aug 15, 2017

The implementation of UKismetArrayLibrary::GenericArray_Shuffle() will generate certain array shuffle results more often (up to three times as much) than others, rather than having a roughly equal c ...

Volume EncompassesPoint is broken in Chaos

UE - Simulation - Physics - Oct 26, 2020

While investigating an issue with Cull Distance Volumes, I noticed that AVolume::EncompassesPoint has a broken default implementation when WITH_PHYSX is not defined. If only chaos is enabled it will ...