Default value for BP struct within BP struct not set

UE - Gameplay - Blueprint - Dec 15, 2017

If I set a certain default value for a struct within another struct, it is reset to "None" and the value is not accepted. Below are detailed steps to reproduce as well as a minimal project. Source: ...

Repeated GPU Timeout after drawing to render target

UE - Graphics Features - Dec 7, 2022

(Enduring Games) Included Insights trace to show the memory spike in LLM followed by some pretty large time cost frames in the timeline. (Link to insights trace in comments section) ...

Editor becomes unresponsive while Compiling with Save on Success of a Widget Blueprint that contains a Breakpoint in Pre Construct

UE - Gameplay - Blueprint - Aug 2, 2023

This is not a regression. Tested in //UE5/Release-5.2 CL26001984 Editor becomes unresponsive after compiling with save on success a widget blueprint that has logic flagged with a breakpoint within ...

Enhanced Input Action Triggers may be silently ignored when using multiple bindings in a context

UE - Gameplay - Input - Dec 15, 2023

The root cause appears to be an order of operations change made for [Link Removed] (CL 18309493 in UE5/Main). On EnhancedPlayerInput.cpp:238, the TriggerStateTracker is combined with state evaluated ...

Volumes visible on screen cannot be selected with box selection if "Box Select Occluded Objects" is enabled

UE - Editor - Workflow Systems - May 22, 2024

When using box selection with "Box Select Occluded Objects" enabled, volumes in the box selection zone are not able to be selected. ...

Partially loaded level instance becomes fully loaded after editing nested level instance

UE - World Creation - Worldbuilding Tools - Level Instances - Sep 10, 2024

When changing the Visibility of a RetainerBox wrapped widget to “Not Hit-Testable(Self&AllChildren)”, the widget incorrectly accepts the hit test

UE - Editor - UI Systems - UMG - Jan 28, 2025

The result of changing the Visibility of a widget placed as a child of RetainerBox is not reflected. Here we have disabled hittest for the Button widget, but hittest is incorrectly accepted. This is ...

Collision Boxes not set properly when using negative values

UE - Simulation - Physics - May 15, 2015

When using multiple collision boxes with the mesh scaled in a negative axis while the collision boxes are rotated that the rotation is not taken into account when using the negative scale. ...