Moving a function to the parent class does not update the FunctionReference on calling nodes

UE - Gameplay - Blueprint Editor - Mar 19, 2021

When SMyBlueprint::OnMoveToParent() gets called the callsites of the function are never updated in dependent blueprints. This results in any UK2Node_CallFunction's not having their `FunctionReferen ...

Using PC_Enum instead of PC_Byte with CreatePin results in incorrect pin

UE - Gameplay - Blueprint Editor - Jul 23, 2021

This is a bug that can make it confusing for users (and internal devs) to make custom nodes related to enums.  This is occuring because the PC_Enum type was added after the original PC_Byte but  ...

Type promotion should handle UObject subclass custom operator functions

UE - Framework - Blueprint Editor - Jun 7, 2022

We should modify FindBestMatchingFunc_Internal for the case of UObject pins to search for a best matching subclass instead of just use the base UObject comparison.  We could also exclude any func ...

Fixing a Blueprint's compilation error after editor reload causes instances to lose transform

UE - Framework - Blueprint - Feb 23, 2023

Saving and reloading a Blueprint instance with a compilation error, a.k.a., "Bad Blueprint" will lead to a transform reset when the Blueprint is successfully recompiled. ...

Discrepancy in screen data read back in Materials from screen UVs

UE - Rendering Architecture - Materials - Mar 2, 2023

This needs to be debugged to see where the data discrepancy comes from. ...

Logging out and then logging in as a new user results in slate creating multiple Slate User IDs

UE - Gameplay - Input - Jul 28, 2023

I believe this is happening because when you change your logged in user, the Slate Application will automatically create a new second slate user with an ID of 2. This is bad because the Slate App is ...

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 ...