Static Meshes in Precomputed Visibility Cells are not occluded by landscape

UE - LD & Modeling - Terrain - Landscape - May 5, 2016

When using precomputed visibility on device for occlusion culling the landscape does not take the cameras view into account for culling objects when out of view of the camera and inside a visibility ...

OnRep functions not overrideable in child BPs

UE - Gameplay - Blueprint Editor - Feb 27, 2018

The function that is Auto-Generated when creating RepNotify Variables is not overrideable in child blueprints. (Potentially involved with the inability to add inputs/outputs to OnRep_ functions) ...

Naming a Blueprint function/graph with non-ASCII characters can cause a build failure for certain cooked targets when Blueprint nativization is turned on.

UE - Gameplay - Blueprint - Nov 2, 2017

This is due to the [Link Removed] encoded UFunction object name passing through UHT into the boilerplate code (*.gen.cpp) that gets generated from the nativized Blueprint's C++ header file. The iss ...

Setting a parent and child static mesh scale to negative effects the rotation on child movement

UE - Gameplay - Jun 1, 2016

Setting a parent and child static mesh scale to negative effects the rotation on child movement This is a regression. Worked in 4.11.2. User Description: We have a simple project example (see att ...

Debug lines can be obscured by post processing effects

UE - Graphics Features - Sep 14, 2015

Debug lines (Results of DrawDebugLine()) can be obscured by post processing effects such as a strong glare. Debug lines should be always visible for debugging purposes. ...

Directly opening a modified map asset of a streaming sublevel does not always force it to be reloaded (inconsistent with other map open behaviors)

UE - World Creation - Worldbuilding Tools - Feb 10, 2026

When the level currently being edited has unsaved changes and the user opens a new one, the Editor asks if the changes should be saved. If the user answers negatively, the level asset is reverted to ...

StrategyGame Performance Regression on iPad Mini 4

UE - Platform - Mobile - Aug 17, 2016

We encountered this issue during the Mobile Compat pass for 4.13 4.12 FPS/FR: 60/16 4.13 FPS/FR: 47/20 ...

meta specifier ArrayClamp does not work with array in struct

UE - Gameplay - Blueprint - Sep 14, 2016

Giving an int32 variable the specific ArrayClamp has no affect when the specified array is defined inside a USTRUCT(). Variable is able to be set to a value outside of specified struct's range. ...

Blueprint CanJump node will return true once after current jumps is over max jumps and never return true again

UE - Gameplay - Sep 5, 2016

CanJump Blueprint node will return true for 1 jump after "MaxJumps" and if this happens, will never return true again, even after Character has landed and CurrentJumps has reset. ...