Parent Begin Play node does not appear to run the parent code class BeginPlay() function before the rest of the Blueprint's Begin Play functionality

UE - Gameplay - Blueprint - Feb 19, 2015

If a Blueprint event graph contains a Begin Play node that connects to a call to the parent function, the functionality present in the Blueprint Begin Play segment is run before the parent Begin Pla ...

The OnUnPossess() method of the AAIController class is triggered twice

UE - AI - Apr 21, 2020

The OnUnPossess() method of the AAIController class is triggered twice ...

Cloth rendering issue on triangles sharing kinematic attachments.

UE - Simulation - Physics - Character - Jul 29, 2020

All render vertices on any cloth triangle that contains one or two fixed vertex are set as fixed, whereas this should only be the case if all three vertices were fixed. ...

Destroying Actor via RepNotify After Seamless Travel Causes Pending Kill Warning

UE - Networking - Dec 15, 2016

Attempting to destroy an actor via a repnotify after seamless travel is causing the actor to fail to be destroyed because of a pending kill warning: [2016.12.15-19.10.13:936][574]LogNetPackageMap:W ...

Calling DiscardPlayerInput() does not appear to actually discard the player's input

UE - Gameplay - Jun 19, 2018

Calling DiscardPlayerInput() does not appear to actually discard the player input. The comment for the function indicates that input will be consumed and discarded without doing anything with it. Ho ...

bIgnoreAllPressedKeysUntilRelease behaves differently for triggers in EnhancedInputAction and triggers in InputMappingContext

UE - Gameplay - Input - Aug 10, 2023

For actions that are triggered on the Input mapping context, simply adding or removing an InputMappingContext with no related key override with the bIgnoreAllPressedKeysUntilRelease option will caus ...

[HORDE] Workspace does not respect stream view if the paths within the stream change to a newer CL then that of the stream

UE - Foundation - Horde - Dec 9, 2025

For example, if you have the engine in a different stream and specify an exact CL to use on the import path, you then update that import path to a later change with a higher CL number than that of t ...

Assert crash when playing Groom Cache with Card Mesh LOD

UE - Rendering - Graphics Features - May 29, 2026

Playing a Guides Groom Cache while Card Mesh LOD (Guide-Based) is active causes an assert in RunHairStrandsInterpolation_Cards when the renderer switches to Card LOD. Assert location:Plugins/Runtim ...

Play options menu vanishes sometimes

UE - Editor - Applied Usability - Oct 8, 2024

There seems to be something wrong with how we close menus and submenus as submenus are opened and closed based on mouse interaction. In particular, we seem to sometimes close the whole menu hierarch ...