FDateTime instances are reset to default on hot reload

UE - Gameplay - Blueprint - May 31, 2017

If an FDateTime variable is created in code and has a default value set in blueprints, any instance that is set to the blueprint default value changes to the code default on hot reload. This includ ...

GAS: Duration GameplayEffects applying same GameplayCue tag will on authority end all on-going GameplayCueNotifies when first cue expires

UE - Gameplay - Gameplay Ability System - Aug 16, 2024

When multiple duration GameplayEffects apply a GameplayCue with the same tag, the network authority game instance (standalone & servers) will remove all GameplayCues with that tag from the AbilitySy ...

Landscape Grass Output Instances begin to float when using the Retopologize Tool

UE - LD & Modeling - Terrain - Landscape - Mar 14, 2017

When using the Retopolgize tool on a landscape that is utilizing the Landscape Grass Tool, any pre-existing grass types will begin to float and transform their locations. The only way myself and th ...

Landscape component's LODBias settings is ineffective

UE - Graphics Tools - Terrain - Landscape - Jan 7, 2025

[Image Removed] Jira Bot attaches conversation thread from Slack [Image Removed]Ryan Bickell – 2025-01-07 10:54:10 UTC Hello and happy new year! I'm messing with the Landscape component LODBias sett ...

[CrashReport] UE4Editor-CoreUObject.dylib!UObject::Rename()

UE - Platform - Apple - Sep 14, 2017

This is an infrequent Mac crash that has occurred for a few users in 4.17. Users have not provided any description of their actions when the crash occurred. The callstack has a few similarities to ...

Compile failure adding C++ Vehicle or VehicleAdvanced pack to a project

UE - Gameplay - Jan 11, 2017

Adding the C++ Vehicle feature pack to a project fails to compile with the following error:CompilerResultsLog: Info Error: Couldn't find parent type for 'TP_VehiclePawn' named 'AWheeledVehicle' in c ...

SpawnActor node evaluates pure inputs twice

UE - Gameplay - Blueprint - May 9, 2017

When the node Spawn Actors from class is used with a pure input (in this case a pure function with a transform output) The result is that it get evaluated twice. In the test project provided a print ...

Actor Sequence Component Not Working While Playing in Standalone

UE - Anim - Sequencer - Jun 6, 2017

When using an Actor Sequence Component in an actor blueprint, the sequence will not play in Standalone. In the test, a cube was used and was increasing its scale using the sequence. When playing in ...

Indirect Lighting Cache causes Flickering on Skeletal Meshes

UE - Graphics Features - Apr 30, 2017

Indirect Lighting Cache is causing the Indirect Lighting for Skeletal Meshes to flicker. I have attempted both ILCQ Volume and Point cache qualities, and it seems Point produces the most exaggerate ...

Unexpected behavior from moving multiple widget components with render transform

UE - Editor - UI Systems - May 10, 2017

Unexpected behavior occurs from moving multiple widget components with render transform applied to them. The individual components seem to change relative position or rotation when being clicked and ...