SequencerActor tag getting added multiple times to a spawnable actor

UE - Anim - Sequencer - Jan 16, 2017

A Spawnable actor gets "SequencerActor" tag on spawn, but this tag addition does not seem to check already assigned tag(s). So the actor can receive SequencerActor tags multiple times. ...

The import option for Remove Degenerates will disable material collision checkbox

UE - Editor - Content Pipeline - Import and Export - Jan 17, 2017

When you disable the import option for Remove Degenerates the checkbox under the materials for "Enable Collision" will be disabled. This only matters if per-poly collision is being used for the mesh ...

Crash: Changing Material Property Overrides of Material Instance

UE - Graphics Features - Dec 14, 2016

When a material has a static bool parameter AND this is overridden in a material instance, Trying to change Blend Mode or Shading Model under the Material Property Overrides crashes the editor. Thi ...

Changing ColorAndOpacity in Text using AutoKey do not create new keyframe.

UE - Anim - Sequencer - Feb 7, 2017

This is not reproduced in Shadow Color section. Since ShadowColorAndOpacity is FLenearColor and ColorAndOpacity is FSlateColor, this prevents adding new keys in ColorPropertyTrackEditor.cpp FColo ...

On Released fires when holding down a button when using touch (mouse/finger not moving)

UE - Editor - UI Systems - Sep 26, 2017

On Released fires when holding down a button when using touch with the mouse or finger. This happens in mobile preview as well as on devices. As a note, if he mouse is moved before the release auto ...

Impossible to reparent blueprint class that has a broken parent class when using compilation manager

UE - Gameplay - Blueprint Compiler - Dec 8, 2017

Alternatively use BP_ParentClassIsMissingType in QAGame ...

Blueprint EventDispatchers unable to be reordered

UE - Gameplay - Blueprint Editor - Feb 15, 2018

UI appears to support EventDispatcher reordering, however reordering does not occur. ...

Memory Leak when Debugging Blueprint

UE - Rendering Architecture - RHI - May 2, 2018

RAM usage continually increases when debugger is active https://answers.unrealengine.com/questions/784443/ue-4191-memory-leak-while-using-blueprint-debugger.html ...

Sequencer:The Spawned AnimBP variable is not changed during the second play

UE - Anim - Sequencer - Dec 14, 2018

The Spawned AnimBP variable is not changed during the second play. When changing Spawned AnimBP variables from Sequencer Track, the first change works correct. Second time, It can not be changed co ...

Re-opening a Level with Datasmith Animation loses hierarchy

UE - Editor - Content Pipeline - Datasmith - Importer - May 7, 2019

It appears to be an issue with persistence and the sequencer. If the level is saved and reloaded without opening the sequencer all hierarchy is fineif you open the sequencer, then save the level, ...