Nativized blueprint does not support reading values from TRange structs

UE - Gameplay - Blueprint - May 10, 2021

Compile errors will occur during packaging with Blueprint nativization enabled if e.g. "Get" nodes are placed in a Blueprint on FFloatRange struct types (or any other explicit TRange derivative) and ...

Custom Component class does not show up in Add Component list

UE - Gameplay - Blueprint - Mar 5, 2015

Creating a code component class and marking the UCLASS() macro with meta=(BlueprintSpawnableComponent) does not allow the component to be used inside blueprints. Workaround: Adding ClassGroup=( [Gr ...

AbcImporter for Skeletal Mesh doesn't support material slot naming

UE - Editor - Content Pipeline - USD - Apr 18, 2022

Decals custom depth/stencil side effect from Lumen

UE - Graphics Features - Oct 15, 2024

The order of passes related to Decal rendering (without the DBuffer) and CustomDepth is changed by the CVar "r.Lumen.AsyncCompute", even when Lumen is not enabled. This causes Decal Materials that ...

Cannot specify custom window positions in "windowed mode" for packaged games

Tools - Nov 30, 2017

There is an issue where you cannot specify a specific location for a windowed packaged game when using a command line to open the project, the project will move to that position for a brief moment b ...

Staticmesh "Reimport+LODs" do not recover the material ID for custom LOD

UE - World Creation - Worldbuilding Tools - HLOD - May 8, 2020

Building lighting fails on Linux with custom heightmaps in Russian localization

UE - Platform - Linux - May 28, 2015

Building lighting fails when the engine localization is set to Russian (RU). Have not reproduced internally. This issue seems to be related to [Link Removed] since it occurs in the Russian localiz ...

Default Context Mappings Clearing Out Custom Triggers on module load

UE - Gameplay - Input - Nov 6, 2023

This is happening because UEnhancedPlayerInput::UEnhancedPlayerInput is attempting to load the IMC asset, but if your triggers are defined outside the engine module then it would trigger a load of t ...

Ensure occurs when pasting a Custom Event and its Function into another Blueprint

UE - Gameplay - Blueprint - Jul 28, 2016

Hit this ensure while looking into another issue for Sam. ...