Ensure occurs when pasting a Custom Event and its Function into another Blueprint

UE - Gameplay - Blueprint - Jul 28, 2016

Hit this ensure while looking into another issue for Sam. ...

Path tracing gets harsh shading falloff if using area lights

UE - Graphics Features - Lumen - May 24, 2019

Overlap functions of child actor components run when spawned without overlap if player is at 0,0,0

UE - Gameplay - Jun 23, 2016

Overlap functions of child actor components run when spawned without overlap if player is at 0,0,0. It registers all "other actors" as cast successful even when the actor cast to is not the actor's ...

Combo Box String widget doesn't change color via function

UE - Editor - UI Systems - Slate - Sep 24, 2019

Attempting to change the Foreground color of a Combo Box String in the Graph tab of the owning widget Blueprint has no effect. Tested in 4.20.3 (CL - 4369336), 4.21.2 (CL - 4753647), 4.22.3 (CL - 7 ...

VSMs not rendering soft shadows on left eye in stereo rendering when more than one light is casting shadows

UE - Graphics Features - Mar 13, 2024

Left eye shadow dithering stops working at a certain distance away from the light. To recreate this behavior with any project, follow those steps: Create an empty levelAdd a static mesh and a backd ...

Adding a call to the parent function when executing an inherited multicast event on a client results in the events being called on the client twice

UE - Gameplay - Blueprint - Apr 2, 2019

A user has reported that adding a Parent call to an inherited multicast function causes the event to be called twice if it is executed on a client. Regression?: No This occurred in 4.20 Link to te ...

Function boolean return nodes often set to true will default to false once saved project is closed/reopened

UE - Gameplay - Sep 1, 2017

The new function output booleans within blueprint class actors are not saving intended true/false entries. This issue is a regression. Works in: 4.16.3-3561208 Does not work in: 4.17.1-3586342 and ...

Using a custom #define as the condition for a UFUNCTION's declaration will cause the function to not show in blueprints

Using a custom #define as the coniditon for an #if / #endif that encapsulates a UFUNCTION that is marked as BlueprintCallable will prevent it from being visible in blueprints despite the #if resolvi ...

GPU Crash may occur when using Nanite Tesselation on landscape with several shadow casting local lights

UE - Graphics Features - Nanite - May 5, 2025

The GPU may time out in NaniteSplit when drawing VSM shadows for Nanite Tessellated landscape with in a scene with several local shadowed point lights. The issue doesn't reproduce in 5.6, likely to ...