Blueprint class's property is overridden by parent blueprint class

UE - Gameplay - Components - Nov 2, 2020

I did some research. The problem is caused in CoreNative.cpp. In Function GetInstancedSubobject (Line 126) We should check if instance is runtime instance first. If it is runtime instance, just us ...

Selected tool using ScriptableTool might get closed when selecting an exposed property.

UE - Graphics Tools - Modeling Tools - May 21, 2024

When using a created tool of the ScriptableTool plugin, and setting an InstanceEditable variable, the tool might get close. For this to happen, we need to have a ToolPropertySet attached to the too ...

UWorldPartitionSubsystem::IsStreamingCompleted returning the wrong query result when all cells and actors in location are in DataLayers

UE - Engine Scaling - Streaming - World Partition - Jul 24, 2025

Context: Data Layers is a system within World Partition used to organize Actors both in the Editor and at runtime. It allows for the user to dynamically load and unload layers in the Editor to help ...

'Hide Unconnected Pins' Button in the Blueprint Node Details Panel Disconnects SubPins with Connections

UE - Framework - Blueprint - Jan 14, 2026

Given a get node with a struct output, if "Split Struct Pin" is used on the struct and one of that struct's outputs are connected to another node, it does not count as a used pin when the base get n ...

Blueprint Interfaces cannot pass by reference between two blueprints

UE - Gameplay - Blueprint - Feb 25, 2015

Pass by reference variables do not work when called from a blueprint interface between two blueprints. Workaround: Use direct communication to pass by reference between two blueprints. ...

Components added through blueprints behave differently than components added in the level

UE - Gameplay - Blueprint - Jan 18, 2016

Adding a component directly to a blueprint does not behave the same as a component added directly to a class/BP instance. Example: Calling AddRelativeRotation() on a mesh that is added directly to ...

FString.Mid doesn't react appropriately when given negative values for the Count variable

UE - Foundation - Core - Jul 16, 2015

If you use a 5 character string (hello) to call the Mid function and provide 0 for start, -1 for count, it'll give you the entire string. This should either return an assert or treat all negatives a ...

BP - Editing defaults on a nested subobject of a component inherited from a native parent class won't preserve those defaults when the BP is instanced.

UE - Gameplay - Components - Jan 19, 2017

I think the issue is that in GetInstancedSubobject() (CoreNative.cpp), the following bit of code is not considering that the instanced subobject might be outered to another instanced subobject withi ...

[CrashReport] UE4Editor_CoreUObject!UObject::ProcessEvent() [scriptcore.cpp:1189]

UE - Platform - XR - Feb 22, 2018

No user comments on crash group ...

Nanite shadow issue in commandline rendering

UE - Graphics Features - Nov 28, 2023