bIgnoreAllPressedKeysUntilReleaseOnRebuild in Enhanced Input behaves unexpectedly during pawn possession

UE - Gameplay - Input - Jun 11, 2025

This is a speculative bug report from the user.  The fix for this is to re-do the work of 31224705 but in a better way. The "bShouldBeIgnored" flag is being overriden by the previous mapping's va ...

Selected Objects Get Filled With Orange Color (Mac)

UE - Graphics Features - Nov 3, 2016

When selecting actors in the scene they get filled with an orange color rather than the typical orange outline. This is unrelated to the setting "Selection Highlight Intensity" as the bug will sti ...

Levels lose folder hierarchy in Levels window on streaming method change

Tools - Mar 19, 2019

In the Level Window, Sub Levels which are nested inside of a folder will lose their hierarchy upon changing their streaming methods. ...

Some texture files cannot be exported from the editor

Tools - Feb 4, 2015

There are instances where some texture files cannot be exported from the editor. In this older post a user had reported this with the file T_Sky_Blue from the engine folder. Only this file has been ...

Select node pins can silently change type on reload and break a previous connection.

UE - Gameplay - Blueprint - Apr 12, 2017

Same issue as in [Link Removed], only this is a different node implementation that attempts to replicate similar behavior. There are a couple differences in behavior here though; notably, that the c ...

[Review Tool] The editor crashes while attempting to load a modified Blueprint that uses Interface for review.

The crash is due to previous Rename operation, that reset a preallocated array which later FAsyncPackage2::ExecuteDeferredPostLoadLinkerLoadPackageExports tries to use.  Before loading change list ...

EnhancedInput Chorded Actions do not work on higher priority mappings

UE - Gameplay - Input - Aug 21, 2023

Reported from Prismatic: It appears that the Add Mapping Context function currently prioritizes low numbers over high numbers, which seems inconsistent with the function description and some parts ...

Actor components in blueprintable structs are uneditable in full BP editor, but not on instanced actors or in data BP editor

UE - Gameplay - Blueprint Editor - Jan 24, 2024

When an actor has a blueprintable struct that contains a reference to an actor component and that component is created default in the actor's constructor, the struct and the component will be unedit ...

Reflection Captures permanently unload with world streaming

UE - Graphics Features - Jul 19, 2024

When a reflection capture is unloaded due to streaming, it cannot be reloaded when the player returns to that area in the world because FReflectionCaptureData::OnDataUploadedToGPUFinal deletes the C ...

UGeometryCollectionComponent::EventDispatcher gets registered for events twice what can result in duplicate collision events being fired

UE - Simulation - Visual - Sep 18, 2024

UGeometryCollectionComponent::EventDispatcher gets registered for events twice, once in UGeometryCollectionComponent::RegisterForEvents() and again in UChaosGameplayEventDispatcher::OnRegister(). Th ...