The Select node will accept both a Parent Class and a Child Class as inputs if the Parent is added first

UE - Gameplay - Blueprint - Sep 2, 2015

The Select node will accept both a Parent Class and a Child Class as inputs if the Parent is added first. The node will compile if the Index is set to anything other than Wildcard. Note that the no ...

Stationary/Movable Lights render based on distance from World Origin in Orthographic Camera View

UE - Graphics Features - May 20, 2016

When using the Orthographic Camera view (such as that used with the Paper2D Template) any lights that are distant from the world origin will start to fade out as if they are being culled. The distan ...

UMG does not show up in viewport on HTML5 platform

UE - Platform - Mobile - Apr 27, 2016

Text UMG isn't showing up on HTML5 when it's packaged and ran on the browsers. This has only been seen on HTML5 so far. ...

[Sound Cue][Blueprint API] - Setting a parameter value a second times does not work

UE - Audio - Apr 9, 2022

Setting a parameter on a Sound Cue from Blueprints more than once is not working. The first time a parameter is set works, but any following sets are ignored. This is a regression and does not occu ...

LIVE: The Now node (FDateTime::Now) does not return the correct time

UE - Foundation - Core - Nov 18, 2014

The 'Now' node does not return the correct time if ran through a 'Print String'. (NOTE: However, the 'Utc Now' node does return the correct time.) ...

Crash when client tries to connect to server instance using WP

UE - World Creation - Worldbuilding Tools - World Partition - Apr 10, 2023

WasRecentlyRendered() and GetLastRenderTimeOnScreen() still triggers when a skeletal mesh re-enters the view frustum despite being occluded.

UE - Rendering Architecture - Dec 4, 2024

AActor::WasRecentlyRendered() and UPrimitiveComponent::GetLastRenderTimeOnScreen() both still trigger when a skeletal mesh (occluded behind a wall) re-enters the player's view frustum after being ou ...

CableComponent particles spawn at origin when gameplay starts depending on component registration order

UE - Framework - Components - Jan 9, 2025

A workaround was provided for the user, to use 'Set Attach End to Component' nodes during BeginPlay. While this fixes the issue in gameplay, the editor preview no longer syncs with gameplay. ...

The Spawn Actor from Class node outputs an Actor reference when a Select node is attached to the Class input, even if both options are of the same child type

UE - Gameplay - Blueprint - Jun 18, 2015

The Spawn Actor from Class node outputs an Actor reference when a Select node is attached to the Class input, even if both options are of the same child type. For example, if two Characters are the ...