Lens Flares Tints appears in the Get Settings node for PostProcessVolume but does not appear in the Set Settings node

UE - Gameplay - Blueprint - Dec 11, 2014

The Lens Flares Tints struct appears in the Get Settings node for a PostProcessVolume but does not appear in the Set Settings node. ...

Unable to pass Enum from AnimBP to ControlRig successfully

UE - Anim - Rigging - Control Rig - Apr 7, 2022

ControlRig doesn't work as expected because I can't pass an Enum from AnimBP to ControlRig. If it is a RigElementKey of Struct instead of ERigElementType, it works normally. This is the current wor ...

FAnimMontageInstance needs more API exposure

OLD - Anim - Feb 3, 2016

Users are unable to call most functions on this class (FAnimMontageInstance ), as ENGINE_API is only added to a handful of functions. Other structs in AnimMontage.h may need similar exposure. ...

User defined structures cannot reference asset/object/class types in defaults

UE - Gameplay - Blueprint - Mar 12, 2015

Defaults for variables of asset/object/class type do not show up in the defaults panel in User Defined Structs. This severely limits their usefulness as a data definition. ...

Performing a hot reload on a project that contains an FStringAssetReference will crash the Editor.

UE - Foundation - Core - Mar 10, 2015

Performing a hot reload on a project that contains an FStringAssetReference inside a struct results in a crash. This was reported to work fine in 4.6.1, but I was unable to verify that is the case. ...

Crash when toggling the SmartLinkEnabled state of a NavLinkProxy specifically in a packaged game targeting Debug/Development

UE - AI - Navigation - Jan 24, 2025

The licensee has reported, and I was able to reproduce, that specifically in package builds targeting Development configuration, trying to toggle the SmartLinkEnabled state of a NavLinkProxy will cr ...

Cannot assign default values for UserWidget variable in blueprints

UE - Gameplay - Blueprint Editor - Feb 21, 2017

Cannot assign default values for UserWidget variable. This limits their usability in blueprint classes, and really prevents them from being useful in UserStructs, particularly if that user struct is ...

Compilation error in Mac editor builds when adding UWorld::IsStreamingLevelBeingConsidered function

UE - World Creation - Worldbuilding Tools - Jun 30, 2023

This code passes the build when compiled using the windows editor (Visual Studio), but fails when compiled using the mac editor (XCode). Adding ENGINE_API to struct FStreamingLevelsToConsider and ex ...

ForEachLoop does not save structure changes in the loop body

UE - Gameplay - Blueprint - Feb 2, 2015

If a ForEachLoop node is used to cycle through an Array of Structures, using the Array Element output of the Loop node to set the members of the structure does not save the changed values. Workarou ...

Compilation error when using Particle SubUV in Niagara Mesh Particles with Raytracing enabled.

UE - Niagara - Oct 12, 2021

The licensee has shared the following workaround for modifying NiagaraMeshVertexFactory.ush. struct FVertexFactoryInterpolantsVSToPS { TANGENTTOWORLD_INTERPOLATOR_BLOCK #if USE_PARTICLE_SUBU ...