SpeedTree velocities broken

UE - Graphics Features - Mar 18, 2021

Moving a function to the parent class does not update the FunctionReference on calling nodes

UE - Gameplay - Blueprint Editor - Mar 19, 2021

When SMyBlueprint::OnMoveToParent() gets called the callsites of the function are never updated in dependent blueprints. This results in any UK2Node_CallFunction's not having their `FunctionReferen ...

[Feature Request] Add a "Move Function Declaration to Parent" option for blueprint added functions

UE - Gameplay - Blueprint Editor - Mar 21, 2021

Users requested the ability to move only the function declaration to a base class from blueprints instead all of the nodes inside the function.  From the user:  "Essentially, 95% of the time wha ...

Skeletal mesh merging ignores clothing

UE - Simulation - Physics - Character - Mar 3, 2020

Skeletal mesh merge doesn't support clothing. Looks like we should just be able to duplicate the clothing assets, clear the binding data and use ClothingAssetUtils::GetMeshClothingAssetBindings to p ...

Vcam - Objects Jittering with Vcam's Follow Cam modifier

UE - Virtual Production - Tools - Virtual Camera - Apr 8, 2021

Using PC_Enum instead of PC_Byte with CreatePin results in incorrect pin

UE - Gameplay - Blueprint Editor - Jul 23, 2021

This is a bug that can make it confusing for users (and internal devs) to make custom nodes related to enums.  This is occuring because the PC_Enum type was added after the original PC_Byte but  ...

ChildActor is being set to null on client via replication

UE - Networking - Feb 25, 2021

When DuplicateWorldForPIE is called and serializes the references in another AlwaysLoaded sublevel, the properties of a ChildActorComponent are confusingly inaccurate. ...

Deprecated components can still be added via the Add Component button

UE - Gameplay - Blueprint Editor - Oct 19, 2021

The UDN has a possible fix for this issue in the Component Type Registry You can use the following as a test C++ class: #pragma once #include "CoreMinimal.h" #include "Components/ActorComp ...

Input consumed by a widget's action binding can be skipped if using key modifiers

UE - Gameplay - Input - Oct 29, 2021

The following code in UPlayerInput::GetChordsForKeyMapping is at fault for this:  !(KeyMapping.bAlt || KeyMapping.bCtrl || KeyMapping.bShift || KeyMapping.bCmd || ActionBinding.KeyEvent == EInputEv ...

Instance added Child Actors are not initialized when using world partition

UE - World Creation - Worldbuilding Tools - World Partition - Apr 13, 2022

A Child actor spawned via a Child Actor Component that is added to an actor instance using the Subobject Editor is not initialized when using world partition. The spawned child actor is not present ...