Adding new elements to an array in code does not update in a class based blueprint on compile

UE - Gameplay - Blueprint - May 5, 2015

When adding elements to an array inside a code class, blueprint instances of the class do not have their array updated after a hot reload. ...

Collision outcome is different between PIE and Mobile Preview/Packaged Project.

UE - Simulation - Physics - Mar 25, 2015

When playing the user's project in editor vs Packaged, there has been different results for the enemies collision. When playing in PIE, you are able to fly through the enemies with no issues. When p ...

Problem with material layers using interpolator nodes

UE - Rendering Architecture - Materials - Jun 7, 2024

The Vertex Interpolator Material Expression appears to collapse separate instances from separate Material Layers, leading to visual artifacts when used. Also tested on UE5_Main, CL: 34200103 ...

Light function does not work with volumetric fog when not compatible with light atlas

UE - Graphics Features - Mar 28, 2025

Light functions do not work as intended with volumetric fog when using clamped mask textures which are not compatible with the light function atlas. In light functions materials, when using any UV ...

Toggling a Spline component from an open/closed loop through bp's isn't reflected

Tools - Jan 19, 2015

Toggling a Spline component from an open/closed loop through bp's isn't reflected ...

The OnUnPossess() method of the AAIController class is triggered twice

UE - AI - Apr 21, 2020

The OnUnPossess() method of the AAIController class is triggered twice ...

Scene Capture 2D will default back to View 0

UE - Graphics Features - Oct 8, 2015

The scene capture will revert back to the Character BP that is placed in the level when player 2 is not moving. When they are moving the scene captuer will show correctly. You can get around this ...

bIgnoreAllPressedKeysUntilRelease behaves differently for triggers in EnhancedInputAction and triggers in InputMappingContext

UE - Gameplay - Input - Aug 10, 2023

For actions that are triggered on the Input mapping context, simply adding or removing an InputMappingContext with no related key override with the bIgnoreAllPressedKeysUntilRelease option will caus ...

A replicated Timeline's Finished output does not fire on the Client if the Server changes the Timeline Length to a shorter duration

UE - Networking - Jan 28, 2016

A replicated Timeline's Finished output does not fire on the Client if the Server changes the Timeline Length to a shorter duration. Test project attached. Reproduced in 4.9.2 binary, 4.10.2 binar ...