Blueprint Library plugin set to 'Runtime' doesn't work in Standalone/packaged builds if used inside of the 1st Person Character BP

UE - Foundation - Cpp Tools - UnrealBuildTool - Nov 18, 2016

Blueprint Library plugin set to 'Runtime' doesn't work in Standalone/packaged builds if used inside of the 1st Person Character BP. User Description: Blueprint libraries are still broken in the fi ...

Widget defaults not updated when modified on a base widget class via the hierarchy

UE - Editor - UI Systems - UMG - May 3, 2023

A licensee has reported an inconsistency in how modified base widget class defaults are propagated to children. When modified via the UMG Designer Graph's Class Defaults, derived classes will be mar ...

Updating Material does not update platform stats in derived Instance

UE - Rendering Architecture - Materials - Nov 26, 2024

It would seem that updating a material does not update the associated platform stats in a material instance editor, only the parameters. Can workaround by manually invoking shader compile in the ma ...

Packaging a project to HTML5 and opening the project disables mouse over events

UE - Platform - Mobile - Dec 24, 2015

Packaging a game to HTML5 disables the mouse and mouse over events on local host, which prevents any mouse functionality from working in a packaged project. ...

Destructible attached with a Physics Constraint ignores Start Awake on play

UE - Simulation - Physics - Destruction - Jul 26, 2016

Destructible attached with a Physics Constraint ignores Start Awake on play The Destructible component is set to simulate physics, but on play physics is not simulated unless the destructible is to ...

When welding a procedural mesh component to a non-physics simulated static mesh that overlap they collide continuously

UE - Simulation - Physics - Jul 18, 2019

When attaching a Procedural Mesh Component with a copied static mesh to a static mesh component the two meshes collide and "push" each other (go flying on play). Weld is to be used for simulated ph ...

Control Rig parameters don't function in the AnimBP after the Editor restarts

UE - Anim - Rigging - Control Rig - Jun 14, 2020

Control Rig parameters don't function after editor restarts. Also the default values don't function and you need to use an input instead of directly editing the values of the pins. You can work aro ...

"Out of video memory" crash when attempting to save many assets with source control enabled

UE - Graphics Features - Sep 25, 2020

This will only repro when connected to source control ...

Blueprint class's property is overridden by parent blueprint class

UE - Gameplay - Components - Nov 2, 2020

I did some research. The problem is caused in CoreNative.cpp. In Function GetInstancedSubobject (Line 126) We should check if instance is runtime instance first. If it is runtime instance, just us ...

Anim Curve Data Does Not Appear in Montages When Using Animation Modifier, MotionExtractorModifier

UE - Anim - Runtime - Apr 28, 2022

Occurs 5/5 times Regression does not occur as the MotionExtractorModifier appears to be new with UE5.  Curve data is not displayed in an Animation Montage when Animation Modifier, MotionExtractorM ...