User confusion over Visibility/Hidden in Game track

UE - Anim - Sequencer - Sep 6, 2016

User confusion over Visibility/Hidden in Game track. We're running into some issues where it's only switching Hidden in Game when you Play, which essentially does nothing with lights, among other p ...

Need to add a project setting to launch a game in VR

UE - Platform - XR - Jun 3, 2016

Add a new Project Setting to attempt to launch project in VR by default (e.g. check this setting OR -vr in the UEngine::InitializeHMDDevices() function ...

Soft Object References set directly on parameters are not correctly referenced

UE - Gameplay - Mar 19, 2020

REGRESSION: This regressed between 4.23 and 4.24 Assets set directly in a soft object reference pin on a blueprint function are not correctly referenced. ...

Cannot create FBXEportOption in blueprints

UE - Anim - Sequencer - Jan 5, 2021

The class UFbxExportOption is not specified as a blueprint type, so it cannot be constructed in blueprints. This class is needed for exporting FBX files from a sequence, which means this functionali ...

Search for references in embedded gameplay tags editor of blueprint editor details panel does nothing

Tools - Sep 22, 2020

There is an arrow with a menu that opens when clicked. That menu binds member functions to the widget. The widget is being deleted when the user clicks on the action in the menu, before the action i ...

DrawDebugSphere & DrawDebugAltCone deref nullptr if used in constructors

UE - Graphics Features - May 2, 2016

\Engine\Source\Runtime\Engine\Private\DrawDebugHelpers.cpp DrawDebugSphere and DrawDebugAltCone both try to dereference variable 'LineBatcher' without checking for null, as the other DrawDebug func ...

Passing a TAssetPtr into a BlueprintImplementableEvent results in a build error in the generated code.

UE - Foundation - Core - Dec 2, 2015

Trying to pass a TAssetPtr to a BlueprintImplementableEvent function will result in a build failure. It appears that the TAssetPtr should be passed as a const reference, but this results in an error ...

Static/Movable Tooltip shows odd symbols

Tools - Dec 17, 2015

The tooltip for Static/Movable/Stationary lighting in the details pane of the main viewport show odd symbols before additional information points. See attached image. ...

Behavior Tree Visualizer Runs Sequence Tasks in Parallel

UE - AI - Dec 19, 2016

Tasks in the behavior tree are visually represented as running parallel to one another instead of sequentially when looking at the behavior tree visualizer. This does not seem to have an effect on f ...

The previous value of a struct passed to a RepNotify may be incorrect

UE - Networking - Dec 17, 2018

Replicated structs with multiple properties can have the wrong previous value passed into their rep notify functions if all of the properties do not change in any given frame of replication to the c ...