Checkboxes appearing with hidden EditCondition variables

Tools - Jun 12, 2017

When a public uproperty variable has the meta specifier EditCondition set to respond to a private boolean, a checkbox appears next to the public variable in blueprints. While the checkbox accurately ...

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 ...

Rect Light Source Creates Black Artifacts When Overlapping a Mesh While Light Shaft Bloom Is Enabled

UE - Graphics Features - Nov 9, 2018

A black line will appear If a Rect Light is overlapping a mesh while a Directional Light has light shaft bloom enabled. This line will originate from where the edge of the source is overlapping the ...

Crash on loading pre-4.20 cloth data when compute skin cache is enabled in 4.21

UE - Graphics Features - Mar 19, 2019

According to information from the licensee, the else clause was added to "FSkeletalMeshLODModel::(GetClothMappingData()" at CL 4437969 , but if it is the cloth data existing from 4.20 or earlier, it ...

Smart Nav Links created via Load Level Instance are broken, but Simple Nav Links are fine

UE - AI - May 20, 2019

Maps brought in via Load Level Instance that contain Nav Link Proxys configured to use the Smart Link instead of the Simple Link end up creating a link at the center of the world instead of their ac ...