Unable to edit double variable in property matrix

UE - Editor - Verse Class Editor - Oct 2, 2023

Since UE5.0, cannot edit double variables in property matrix. In UE4.27, it worked correctly and could be edited from the property matrix. This is because double variables are not supported in SProp ...

Blueprint "Set by ref" (UK2Node_VariableSetRef) does not mark properties dirty for push replication

UE - Framework - Blueprint - Sep 7, 2023

When using Push Replication with blueprints, UK2Node_VariableSetRef nodes do not mark a property as dirty and so the variable is not replicated. ...

Volumetric lightmap + stationary light has missing shadows

UE - Rendering - Architecture - Sep 5, 2023

Primitives with the "Lightmap Type" set to "Force Volumetric" are not shadowed correctly. Issue dates back to at least 4.27.2. As a workaround, making FLightCacheInterface::GetStaticInteraction al ...

FCollisionProfileNameCustomization doesn't support Multiple Values

UE - Editor - Verse Class Editor - Aug 16, 2023

The class FcollisionProfileNameCustomization customizes the property editor for the class FcollisionProfileName. However, it does not handle the case where multiple assets/actors are being edited si ...

Incorrect transforms when breaking a packed level actor

UE - World Creation - Worldbuilding Tools - Level Instances - Aug 14, 2023

See "Steps to Reproduce" ...

Blueprint debugger: variable getter node displays wrong object's value

UE - Framework - Blueprint Runtime - Jul 28, 2023

After triggering a breakpoint in blueprint, variable getter nodes can display the value of a different object than the node's target. For example: if an actor class has a value MyBool and the bluepr ...

BP property initialization fast path does not handle non-instanced properties assigned to default subobjects correctly

UE - Framework - Blueprint - Jul 27, 2023

Non-instanced object ref properties are incorrectly being skipped at property initialization time when Blueprint class instances are spawned with the fast property initialization path enabled. This ...

NiagaraComponent attached to the character won't stay active when travelling to a new level using seamless travel

UE - Niagara - Jul 27, 2023

The pawn character is added to APlayerController::GetSeamlessTravelActorList, so it'll be persisted during server travel. The Niagara component is spawned during BeginPlay and activated manually. W ...