Build failure after nativizing any child Blueprint class with function override (regression).

UE - Gameplay - Blueprint - Jun 7, 2018

Nativization regression in 4.20 preview 1. Cannot nativize overridden functions. Log Output:UATHelper: Packaging (Windows (64-bit)): D:/Projects/Unreal/NativizeMethod/Intermediate/Plugins/Nativized ...

[CrashReport] UE4Editor_CoreUObject!PackageReloadInternal::LoadReplacementPackage() [packagereload.cpp:274]

Tools - Aug 17, 2018

No user comments in crash group 262 UPackage* LoadReplacementPackage(UPackage* InExistingPackage, const uint32 InLoadFlags) 263 { 264 if (!InExistingPackage) 265 ...

Overriding a Custom function(From Parent) with no return output in a Child Blueprint results in custom function appearing in event graph of child blueprint.

UE - Gameplay - May 30, 2019

Overriding a Custom Function from a Parent Blueprint with no return output in a Child Blueprint results in custom function appearing in event graph of child Blueprint. ...

Audio from iOS is muted after having responds from siri.

UE - Platform - Mobile - Sep 10, 2020

User cannot hear sound after siri's respond when playing the app. When user go home screen then back to the app, then the user can hear the sound. This is related to [Link Removed] but this tick ...

"For Each" Node doesn't show up in UMG Graph until an Actor BP is loaded

UE - Gameplay - Blueprint Editor - Apr 18, 2022

[Link Removed] ...

Copying a BP function with split pins creates all individual params of the struct, instead of making the parent struct

UE - Gameplay - Blueprint Editor - Oct 3, 2021

This occurs in UE5/EA and in Release-5.0 ...

Light components do not appear in the details panel when copy-pasted from a level to a blueprint's component hierarchy

As per the steps to reproduce, copy-pasting light actors from a world outliner into a blueprint's component hierarchy in the blueprint editor will result in the expected light component not to show ...

GI not coming in with lighting build data when lighting built outside of main scene

UE - Graphics Features - Mar 27, 2024

Volumetric Lightmaps are not shared between Persistent maps that have the same sublevels. Also observed in Release-5.4, CL 32500436 ...

Moving an InstancedStaticMesh will not move meshes collision

UE - Simulation - Physics - Apr 10, 2015

Moving an instanced static mesh will not move the collision along with the mesh. This will leave a visible mesh that players can walk through in one area and a blank space that cannot be walked thro ...

Expose to Matinee requires variable to be "editable" for it is usable in Sequencer/Matinee

UE - Anim - Sequencer - Jun 15, 2016

Expose to Matinee requires variable to be "editable" as well. If this is expected, can we have "Editable" be enabled when you enable "Expose to Matinee"? ...