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 ...

The CanLaunchURL() function does not do what it seems to imply that it does

UE - Foundation - Core - Jan 15, 2018

The CanLaunchURL() function seems like it would check the provided URL to make sure it is valid. The comment for the function in GenericPlatformProcess.h appears to imply that this is what the funct ...

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 ...

Adding a call to the parent function when executing an inherited multicast event on a client results in the events being called on the client twice

UE - Gameplay - Blueprint - Apr 2, 2019

A user has reported that adding a Parent call to an inherited multicast function causes the event to be called twice if it is executed on a client. Regression?: No This occurred in 4.20 Link to te ...

Mobile HQ reflection option does not use the sky reflection cubemap.

UE - Platform - Mobile - Mar 28, 2018

See attached image., the selected sphere is using HQ reflections. HQ reflection code does not look for sky captures. Note that the sky capture does not require the parallax correction code. ...

Particles can not be displayed once they disappear in ParticleLOD

UE - Niagara - Jul 22, 2019

I have attached a project to reproduce. [Link Removed] The problem is that if there are multiple emitters It seems to reproduce when all Emitter is Disable. It works well if there is one Enable. [ ...

NumNonClothingSections logic is bad

UE - Editor - Content Pipeline - Datasmith - Jul 26, 2019

We use the NumNonClothing section number to iterate in the sections, this is an error if the cloth sections are not at the end of the sections array. See the following picture of a search on NumNonC ...

When searching for the "Timespan / float" the Context Sensitive search returns "Timespan * float"

UE - Gameplay - Sep 13, 2019

When searching for the "Timespan / float" the Context Sensitive search returns "Timespan * float". Found in 4.22.3 CL#7053642 Reproduced in 4.23.0 CL#8386587, 4.24.0 Main CL#8671808 ...