AdvanceTimeByDistanceMatching doesn't respect PlayRateClamp when DistanceTraveled is 0

UE - Anim - Gameplay - Oct 6, 2022

UDN link: [Link Removed] ...

Nav octree memory is not correctly reporting memory usage.

UE - AI - Navigation - Oct 6, 2022

STAT_Navigation_CollisionTreeMemory and STAT_NavigationMemory are not accounting for DEC_MEMORY_STAT_BY OctreeSizeBytes in the navoctree destructor. It appears STAT_Navigation_CollisionTreeMemory E ...

Reliable Multicast RPC may be called before BeginPlay for character on client

UE - Networking - Sep 28, 2022

Related to [Link Removed], where calling a multicast RPC in BeginPlay results in the character being spawned on the client with the incorrect role/initial property data. One thing to note: this does ...

[AI] Navigation memory set in NavMeshMemory::ForAnyElementType::ResizeAllocation shows as Untagged in LLM instead of being under Navigation.

UE - AI - Navigation - Sep 27, 2022

Licensee found that memory being allocated during a resize in NavMeshMemory is not being tagged within LLM as NavigationMemory but show in LLM as Untagged memory. They do not have a callstack showca ...

When the default values of Instanced variables are changed in Blueprint, the variables of actors on the level don't follow the default values

UE - Framework - Blueprint Runtime - Sep 20, 2022

When the default value of an Instanced variable defined in C++ is changed, it is not reflected in the default value of an Actor placed on a Level. In the reproduction procedure, when the default v ...

SubCategory of UFUNCTION does NOT work properly if using CallInEditor

UE - Gameplay - Blueprint Editor - Sep 20, 2022

If you use both Category hierarchy and CallInEditor in UFUNCTION, it will result in an unintended sequence as shown below. [Image Removed] And, the following code can solve this issue void FDetai ...

Autosave Causes Outliner to Lose Content in Blueprint Sub-levels

UE - Editor - Workflow Systems - Sep 19, 2022

When Unreal autosaves, any items in the outliner from a sub-level that have been switched on by the sequencer track disappear, BUT only in the outliner, everything else can still see the scene fully ...

Blueprint breakpoints on EventEndPlay do not break execution in PIE

UE - Gameplay - Blueprint Editor - Sep 16, 2022

Blueprint breakpoints on EventEndPlay do not break execution of the PIE session before the session is destroyed. ...

3D Transformation Widget Unusable at Very Large Scales

UE - Editor - Workflow Systems - Sep 13, 2022

When using a Transformation Widget in a Blueprint, the size of the widget seems to be some kind of product of size in screen space, object scale, and the transform widget scale that makes it much to ...

BP multi-level inheritance does not correctly inherit 'Static' mobility

UE - Framework - Blueprint - Sep 8, 2022

User reported an issue of a mesh not being visible when a project has multi-level blueprint inheritance. After reproing, I believe the root cause is DefaultSceneRoot of the grandchild BP class not c ...