Creating a new Matinee Controller node only shows the Finished pin

UE - Gameplay - Blueprint - Dec 9, 2014

Worked: P4 Main 4.7 CL:2375748 P4 Releases 4.6 CL:2369413 (Gold) Broken: Portal Binary 4.5.0 CL:2326478 After creating a matinee with event(s) in it, creating a Matinee Controller only shows the " ...

Does Container Match Tag Query Node doesn't find existing Gameplay Tags in Packaged Project with Nativized Blueprints

UE - Gameplay - Aug 26, 2019

When using the "Does Container Match Tag Query" node doesn't return true when a gameplay container member has the searched for gameplay tag in a blueprint that has been nativized. Packaging in Excl ...

Light function does not work with volumetric fog when not compatible with light atlas

UE - Graphics Features - Mar 28, 2025

Light functions do not work as intended with volumetric fog when using clamped mask textures which are not compatible with the light function atlas. In light functions materials, when using any UV ...

DDC corruption creates incorrect pasted topology when using Landscape Copy / Paste Tool

UE - LD & Modeling - Terrain - Landscape - Apr 3, 2017

I noticed that the copy and pasted section of the level was being painted while I was painting a nearby section of the level. This weird yellow color appeared and I undid and redid the paint to make ...

Regression for UPROPERTY specifier causing crash ("Template Mismatch during attachment") during PIE

UE - Foundation - Core - Jun 19, 2015

If the UPROPERTY() specifier "VisibleDefaultsOnly" or "EditDefaultsOnly" is used on a component reference that is attached to the root component selecting the actor with this component in the world ...

Unable to select foliage by left clicking after 1.5 k foliage meshes placed

UE - World Creation - Worldbuilding Tools - Foliage - Aug 28, 2017

When using the foliage tool, once the mesh count reaches around 1.5k and higher you will be unable to select individual meshes by using the mouse. The lasso tool and the select all tool work as inte ...

Navigation does not work in sub-levels

UE - AI - Jan 28, 2015

Navigation does not work in sub-levels. If the Nav Mesh Bounds Volume in a sub level is not touching a Nav Mesh Bounds Volume in the Persistent Level, it will not appear or function during Play. It ...

TargetArray nodes are reported as invalid if played in Standalone mode but not in PIE

UE - Gameplay - Blueprint - Feb 20, 2015

TargetArray nodes are reported as invalid if played in Standalone mode and the blueprints they are contained in are not rendered. Playing in PIE however works correctly and all blueprints are rende ...

Destruction mesh with Crumble Smallest and Impact near another will leave residual mesh visible

UE - Simulation - Physics - Destruction - Jan 28, 2015

When using a DM that has Crumble Smallest and Impact damage enabled there will be instances where the residual mesh before fracture is left behind. What appears to happen is there is a force large e ...

Fail to compile with Added AIController class

UE - Foundation - Core - Jan 14, 2015

User fails to compile code template after adding AIController code to project. Regression: Not a regression happens in 4.6.1 CL-2386410 Setting up Mono Building MyProjectEditor... Compiling game m ...