Using CommutativeAssociativeBinaryOperator with a BlueprintPure function causes an ensure when adding the function to a Blueprint

UE - Gameplay - Blueprint - May 3, 2018

A UFUNCTION that is BlueprintPure and has CommutativeAssociativeBinaryOperator set to true results in an ensure whenever it is shown in the Blueprint Editor. The reproduction steps cover adding the ...

When Retargeting Animation, Mesh Set as Preview that Shares Skeleton Isn't Kept

OLD - Anim - May 25, 2018

When a preview mesh is set inside the skeleton(see attached screenshot) and saved and an animation retargeted to that skeleton, the preview mesh you changed it to is not displayed on the animation. ...

Tracks referencing the same sequencer don't work properly in package build

UE - Anim - Sequencer - Jun 18, 2018

This issue is regression. It don't occur with 4.18.3. Sequencer behavior differs between PIE and package build. As shown by the attached .png, in PIE one character moves, but in package build it ap ...

Disabling Bluetooth controllers also disables the Android Back input event

UE - Platform - Mobile - Sep 21, 2018

Disabling Bluetooth Controller support for Android also causes the Back button of the navigation bar to not work properly, as the input event does not fire when it is pressed. Regression?: No This ...

Enabling Tonemapper via console command causes a black screen when Mobile HDR and Bloom are enabled on Android

UE - Platform - Mobile - Dec 7, 2018

Enabling Tonemapper on Android with Mobile HDR and Bloom enabled causes the entire screen to go black, other than HUD and UMG elements. This seems to occur on older phones, as this occurred on a Ne ...

When Both AnimMontage and AnimationTrack are Playing, the Blending Results are Different from Expectation

UE - Anim - Sequencer - Dec 11, 2018

When Slot animation by AnimMontage and AnimationTrack is done at the same time, the blend result differs from expectation. Probably because if AnimMontage's loop playback by EventTrack is executed, ...

BuildGraph builds some tools for Win32 even if Win32 is excluded from the build

UE - Foundation - Cpp Tools - Jan 16, 2019

When creating a local binary build of the Engine using the BuildGraph, there are several tools that are built for Win32 even if Win32 was specifically excluded from the BuildGraph (ie. -set:WithWin3 ...

Undetected infinite loop on spline creation

UE - Gameplay - Blueprint Compiler - Mar 16, 2019

It is possible to create spline logic that will not be detected by infinite loop detection. Also hangs if executed in Event Graph on Begin Play. If saved but not compiled and placed in Editor Star ...

Mobile VR - Render Targets not working with Mobile Multi-View

UE - Platform - XR - Jun 6, 2019

Render target materials display as black on mobile VR when Mobile Multi-View is enabled. Also confirmed with LDR capture source. User also reports issues with scene depth (potentially fixed with [ ...

Skeletal mesh LOD 0 "LOD Info" loose their settings when we reimport

UE - Editor - Content Pipeline - Import and Export - Mar 6, 2020

Set critical because loosing settings is dangerous. This is not a regression, the bug is in 4.22 and earlier version. We have to save all options of the LODInfo, currently nothing is saved. Also sh ...