Painted Vertex colors are not retained when using "Convert Selection to Blueprint Class" in Child Actor mode

UE - Gameplay - Blueprint - Aug 25, 2020

From the User Submission: I spent some time poking through the FComponentInstanceDataCache code and noticed that there is no component instance data saved/applied for'native' component types, so si ...

Ensure when closing PIE during Level Sequence playback with spawnables in a streamed level

UE - Anim - Sequencer - Nov 16, 2020

When a spawnable is spawned in a streamed level, exiting PIE will cause an ensure, because the world is not valid on the actor.  ...

Crash when cooking landscape collision in world partitioned level

UE - Graphics Tools - Terrain - Landscape - Jun 24, 2022

This is caused by the loss of data in the ULScapeHeightfieldCollisionComponent::CollisionHeightData. The CollisionHeightData is not marked as BULKDATA_PayloadInSeperateFile and is processed with a k ...

WidgetInteractionComponent Simulate Key Press/Release only works the first time

UE - Platform - XR - Oct 6, 2022

Occurs 3/3 times. Working around this includes closing the menu and reopening it to reset the button(s). The expected behavior is that the user should be able to select Reset Orientation repeatedly ...

Slate draws the elements of an array even when the array is collapsed

Tools - Aug 20, 2015

The elements of an array that are shown in the details panel (below the world outliner) are drawn even when the array is collapsed. This can cause a performance drop when using an array that has a l ...

Given specific naming and replicated setting, a child actor component prevent clients from staying connected to a networked game

UE - Gameplay - Blueprint - Nov 1, 2016

Given specific naming of a ChildActor Component and if the ChildActor class is replicated, client(s) can be immediately get kicked from a networked game. ...

Set functions in UWindDirectionalSourceComponent are not exposed to be called from code

UE - Gameplay - Components - Oct 4, 2018

None of the Set functions in the UWindDirectionalSourceComponent are able to be called from code. The functions can be called from Blueprint, but without the ENGINE_API macro, none of the functions ...

Any Key key binding is non-functional with Enhanced Input

UE - Gameplay - Input - Oct 19, 2022

I've tried implementing BP logic off an EI Event using Any Key, never executes. Tried having the associated Input Action have Consume Input set to true- still nothing. I'm not sure what the expect ...

Non-existing config file loading could cause memory leak

UE - CoreTech - Oct 19, 2023

The cause of this problem is the Engine has code paths which register a new allocated object to Map without deleting the previous object. In the repro project, whenever hitting Space Bar, the level ...