Overriding functions from a parent class then creating a child class creates two copies of the function in the child class.

UE - Gameplay - Blueprint - Jan 14, 2015

When a child blueprint is created from a child of another blueprint that has overridden a function of the original parent blueprint, the child of the child will have two copies of the function. ...

Using "Collapse to Function" in a const blueprint (such as an anim notify) does not flag the function as const, resulting in a compile error

UE - Gameplay - Blueprint Editor - Aug 28, 2019

You can manually open up the graph settings for the function and check const there, but we should either auto-set const when the function is created, or imply const for all user added functions in a ...

Dragging off a pin in a Blueprint Function Library function does not give the user option to make a Local Variable

UE - Gameplay - Blueprint Editor - Jun 9, 2020

When in a function in a Blueprint Function Library, dragging off a pin will not give the user the option to promote it to a local variable. You only have the option to make a global variable (which ...

Renaming Function Parameters Silently Disconnects Pins if Function is in Use

UE - Gameplay - Blueprint Editor - Feb 9, 2017

Changing parameter names on a function that is in use in another blueprint breaks the pin connections without warning if the blueprint is not saved before restarting the editor. See the licensee's ...

Transfering an interface function to a native blueprint function does not copy over inputs and outputs

UE - Gameplay - Blueprint - Aug 19, 2016

When you remove an interface from a blueprint and choose to transfer the functions over to the blueprint the functions do not keep their inputs and outputs. Regression: YesWorks: 4.12.5 @ 3039270Br ...

Inputs and Outputs missing in Details pane on Interface function that has been transferred to local function

UE - Gameplay - Blueprint - Aug 12, 2015

After removing an interface from a blueprint, any interface functions in the blueprint can be transferred to a local function. However, after this occurs, the inputs and outputs are removed from the ...

Light Leaking With Raytraced Shadows On Lights With Non-Zero Source Length

UE - Graphics Features - Ray Tracing - Jul 23, 2024

Light sources which have the source length attribute set to a value greater than zero seem to be leaking light through occluding geometry (see the image below and repro project). Moving it away from ...

Particle System Warmup Time causing Crash with Light Module and High Quality Lights

UE - Graphics Features - Oct 7, 2016

A crash occurs when Opening a level with a Particle System that contains a warmup time and a Light module with High Quality Lights checked. This crash seems very isolated and specific as it does no ...

Ensure failure !bStaticCall nativizing blueprint calling blueprint function library function

UE - Gameplay - Blueprint Runtime - Jan 26, 2017

With exclusive nativization enabled and a blueprint calling a blueprint function library function a project fails to package due to an ensure failure !bStaticCall in BlueprintCompilerCppBackend.cpp. ...

Foliage Loses Dynamic Shadows from Moveable Point LIght at given Light to Mesh Height

UE - Graphics Features - May 26, 2015

A Movable Point Light placed in the center of a field of foliage meshes will render shadows only at certain heights and going above those heights will cause the shadows to completely disappear. [Im ...