Inside a BP Interface, changing a Function output to an input will cause a compile error in the reference bp

UE - Gameplay - Blueprint - Apr 6, 2015

Inside a BP Interface, changing a Function output to an input will cause a compile error in the reference bp. [Error] "Graph named 'NewFunction_0' already exists in 'bpActor'. Another one cannot be ...

Calling SetupAttachment/AttachToComponent with 'this' as the parent inside a USceneComponent subtype's C++ ctor for nested component subobjects will result in all instances of the nested default subobject trying to attach to the CDO at registration time.

UE - Gameplay - Nov 16, 2016

This occurs because the 'AttachParent' property is a UPROPERTY, and as a result when we create a new instance of a USceneComponent subtype, any USceneComponent subtypes it owns are treated as instan ...

Action event in the blueprint graph leads to state dirty.

UE - Gameplay - Blueprint - Aug 9, 2017

BP state get dirty if the BP graph have action input event. Regression: Yes, it is not reproduced in 4.16.3 This issue is not related to Blueprint Compilation Manager. ...

Reordering Instance Editable arrays in a Character Blueprint breaks the array

Tools - Nov 14, 2017

When re-arranging an array that has been added to a character blueprint, the array adds an empty value to element [0] and leaves it in a broken state. I tested this using the Level blueprint as well ...

Static array based on an enum does not show the enum element names if a C-style cast is used with a space between the type being cast to and the enum

UE - Foundation - Core - Dec 21, 2018

A static array based on an enum does not display the enum names in Blueprints if the size of the static array uses an explicit C-style cast with a space between the type being cast to and the enum b ...

Renaming a shot through the shot track does not rename the underlying sequence asset

UE - Anim - Sequencer - Aug 7, 2023

Renaming a shot through the shot track does not change the name of the underlying asset, and causes it to no longer match when looking for takes ...

Search in Blueprint can encounter a deadlock condition when the window is closed before the search finishes and an FText lookup is pending

UE - Gameplay - Blueprint Editor - Jun 19, 2024

When a running search in all blueprints is closed, it may prevent an AsyncTask used to return the look up FText's from StringTables from running on the game thread, leading to a deadlock. When the ...

SetStaticMesh does not replicate

UE - Networking - Jun 2, 2015

Using OnRep_StaticMesh() in code or using the Set Static Mesh node does not replicate across server/client in game. ...

Enemy projectiles are traveling further then expected once project is packaged.

When playing the user's project in editor vs Packaged, there has been different results for the enemy projectiles and how they are shown on the screen. When In editor, any enemy projectile will dama ...

Using both an Atmospheric and Exponential Height Fog will cause an issue rendering Translucency-based Materials

UE - Graphics Features - Jul 10, 2014

Using both an Atmospheric and Exponential Height Fog will cause an issue rendering Translucency-based Materials.  (See Screenshots below) IMPACT:                   Cannot use both Atmospheric Fog ...