AttachComponentToComponent node does not change the location of a Spawned particle system at runtime

UE - Framework - Components - Feb 17, 2022

You can use the "Spawn Emitter Attached" function as a work around ...

With two viewports some show flags reset after clicking new actor in Outliner

UE - Editor - Workflow Systems - Feb 12, 2022

In my 2nd viewport I like to turn Mode Widgets and Selection off. After I turn them off, if I select any actor through the Outliner, both those show flags turn back on in my 2nd viewport. I think a ...

Blueprint functions with unconnected return nodes may return unexpected values

UE - Gameplay - Blueprint - Feb 11, 2022

We don't clearly define the behavior for a Blueprint function when an execution path without a return node is taken. We should either report an error, or have the function return the default initial ...

Child nodes do not call PrepareForReplication unlike root nodes in Replication Graph

UE - Networking - Feb 3, 2022

Child nodes are by default not added to the PrepareForReplicationNodes array in order to prevent unnecessary calls to PrepareForReplication. However, this difference in behavior is not very apparent ...

EditInlineNew properties on components don't work if the component name has whitespace

UE - Framework - Blueprint Editor - Feb 1, 2022

EditInlineNew properties on components can't be properly set if the component name has whitespace in it. This appears to be a problem with resolving the property name in SPropertyEditorEditInline::O ...

FScriptMapHelper::HasKey() and FScriptSetHelper::HasElement() fail on new keys with a substring of another key

UE - Editor - Workflow Systems - Jan 27, 2022

Duplicate key checking in maps and sets in the editor is done via calls to FScriptMapHelper::HasKey() and FScriptSetHelper::HasElement(), but this code is checking for object names which are subsets ...

Unnamespaced UnrealMathUtility.h macros clash with other headers

UE - CoreTech - Jan 25, 2022

Reported here: [Link Removed] > See this commit: > > https://github.com/EpicGames/UnrealEngine/commit/acd754e12dc9a7ffc7f173c8433a6bafc0262b51#diff-b18d4f9b879748fdacff2caa885b231e8c9e0b899d90d5d ...

Updating a material layer may not update materials that are using that material layer instance

UE - Rendering Architecture - Materials - Jan 7, 2022

Material layer instances do not generate a valid UMaterialFunctionInterface::StateId. For this reason, materials and material instances that use material layer instances will not recompile their sh ...