Unable to edit default values of TMap struct variable stored in an inherited component from the full blueprint editor

UE - Gameplay - Blueprint Editor - Jun 29, 2017

When you have a struct variable that is part of a TMap which is stored in an inherited component, the struct is not editable in the full blueprint editor. It is editable in the data only blueprint e ...

Removing blueprint function does not remove graph nodes of the function

UE - Gameplay - Blueprint - Sep 13, 2017

When a function in a blueprint (BP created or BlueprintCallable from code) has nodes calling that function in the event graph, deleting the function entirely does not remove the nodes that already e ...

Reset to default arrow doesn't appear for BP Struct variables in Blueprints

UE - Gameplay - Blueprint Editor - Sep 22, 2017

When a variable of a struct is added to a blueprint, the reset to defaults arrow does not appear when the variable values and struct defaults differ. Note: A child of (or placed instance of) the bl ...

Build fails due to potential divide by 0 error

UE - Graphics Features - Sep 29, 2017

Shipping builds of the Engine fail when using the Visual Studio 2017 compiler due to a potential divide by 0 error. This is because the TotalColumnSize property of SMemoryStats is set to 0 by defaul ...

Split screen causes rendering issues with lightshafts

UE - Graphics Features - Feb 21, 2018

There is an issue occurring where Split screen causes rendering issues with light shafts. This issue does not occur if you use the command " r.lightshaftquality 0" The issue no longer occurs. This i ...

Unreal crashes when you connect scalar node to scalar input, when material function has a vertex interpolator

UE - Graphics Features - Mar 19, 2018

There is an issue occurring where Unreal crashes when you connect a scalar node to scalar input when the material function has a vertex interpolator. This issue causes the engine to crash, but the i ...

AIController can't properly unpossess character

UE - AI - Nov 5, 2018

There seems to be a bug with the Possess\Unpossess events. Because if you change the last node in "PossessCharacter", which is created in PlayerController(called "PC"), to Unpossess the AI still con ...

r.AllowOcclussionQueries causing "huge RenderQuery Result" wait time in VR

UE - Graphics Features - Dec 3, 2019

Running r.AllowOcclusionQueries 0 command seems to set bWait = true, causing large wait times Tested: 4.22.3 CL#7053642 ,   4.24P4 CL#10387632 , 4.25 CL#10479005 Link to the users video, which ...

Asset players in LinkedAnimInstances are ticked twice when a PostProcessAnimInstance is present

OLD - Anim - Apr 14, 2020

Reported here: https://udn.unrealengine.com/questions/569091/animation-playrate-in-linkedanimgraph.html I tested with a downloaded copy of 4.24. It looks like this would also happen in 4.25 though. ...

Pawn's role is incorrect in BeginPlay on client if a multicast RPC is called in BeginPlay on server

UE - Networking - Jun 6, 2022

It seems as though calling a multicast RPC during BeginPlay on the server will cause the new actor to finish spawning on the client before applying any initial replicated data, such as the actor's R ...