Force Feedback Components continue to apply when game is paused

UE - Gameplay - Input - Mar 5, 2021

Looks like this was introduced as part of PR#5337 [Link Removed]. It forces bProcessFeedback to always be true regardless of the paused state.  ...

Gamepad_Special_Left is bound to different buttons on Windows and Mac for P.S4/5 Controllers

UE - Gameplay - Input - Apr 20, 2022

On Windows: Gamepad_Special_Left is triggered by pressing the touchpad button On Mac: Gamepad_Special_Left is triggered by pressing the "Share" button ...

Crash when deleting function referenced by instanced object.

UE - Editor - UI Systems - UMG - Aug 26, 2022

AnimDrawDebug does not work if using RootMotion from Everything

UE - Anim - Gameplay - Feb 14, 2023

Debug drawing with AnimDarwDebug~ does not work when RootMotionMode is set to "RootMotion from Everything". In addition, the same issue occurs when MultiThread of Animation is turned off. Licensee ...

Instanced properties do not update in actors placed in a level that is not currently open

UE - Framework - Blueprint - May 17, 2023

The user is specifically having a problem with TArray<TObjectPtr<>> however I have also reproduced this error using a single TObjectPtr<>, raw uobject pointers & all three previous methods within a ...

ASan on iOS is broken

UE - Platform - Apple - Mar 1, 2024

Address Sanitizer (asan) is currently not working on iOS. This could be a helpful feature to get working again. ...

Disabling Disregard for GC with an invalid asset in GameplayTagTableList causes a controlled crash

UE - CoreTech - UObject - Jul 31, 2024

Disabling Disregard for GC leads to a crash in GarbageCollectionVerification.cpp VerifyObjectFlags. This crash occurs when there is an invalid path specified in GameplayTagTableList. The cause of t ...

Child blueprint classes do not inherit "ClassGroup" from their native parents

UE - Gameplay - Blueprint Editor - Jun 7, 2021

When creating a blueprint component based off of a custom native class that utilizes the ClassGroup metadata  ...

Blueprint functions with unconnected return nodes may return unexpected values

UE - Gameplay - Blueprint - Feb 11, 2022

We don't clearly define the behavior for a Blueprint function when an execution path without a return node is taken. We should either report an error, or have the function return the default initial ...

Struct Properties marked EditAnywhere and BlueprintReadOnly are exposed in Widget Blueprints

UE - Framework - Blueprint - Jul 21, 2022

Struct properties marked up with the EditAnywhere and BlueprintReadOnly specifiers are exposed in Widget Blueprints by MakeStruct nodes and split pins on Setter nodes. CanBeExposed in K2Node_MakeStr ...