Investigate state of embedded and dynamic framework support on iOS

UE - Platform - Apple - Jun 5, 2020

Licensee reports it's not possible to use the dynamic framework used by the latest release of the iOS version BugFender - [Link Removed] Licensee bug report: : https://github.com/bugfender/Bugfende ...

Calling TearOff then Destroy on an actor results in client actor also being destroyed

UE - Networking - Jan 14, 2021

When calling TearOff followed immediately by Destroy, the channel will be closed with the reason that the actor was destroyed, so the actor will be destroyed on the client as well. In the UDN linke ...

Update warning in FActiveGameplayEffectsContainer::ApplyModToAttribute to consider batching

UE - Gameplay - Feb 19, 2021

The ModcallbackData won't be consumed while applying stacked Gameplay Effects if the updates are being batched. This triggers a false warning in FActiveGameplayEffectsContainer::ApplyModToAttribute. ...

Blueprint RepNotify functions cannot include a parameter representing the old value of the property

UE - Gameplay - Blueprint - Mar 4, 2021

In C++, a replicated property's RepNotify function can include a parameter that represents the property's value before the new replicated value was applied. In blueprints, RepNotify functions are no ...

Placing WaterBody makes sub-levels that should have no effect dirty

UE - LD & Modeling - Terrain - Water - Mar 30, 2021

This issue occurs when using the Landscape Streaming Proxy. ...

Drop Down menus displaying the editor instead of a list of options

UE - Editor - UI Systems - Apr 12, 2022

Drop Down menus displaying the editor instead of a list of options. See attached screenshot. ...

Duplicating an actor with a blueprint bound delegate behaves unexpectedly

UE - Gameplay - Blueprint - Aug 15, 2022

When the trigger is duplicated, the contents of its OnActorBeginOverlap MC delegate are copied, which contains a reference to the BP actor that added the binding to the original trigger. Marking th ...

Artifacts when using virtual textures for multiple attributes in material layers

UE - Rendering Architecture - Materials - Sep 29, 2022

When using the Material Layer system and virtual textures, the number of physical texture samples in the shader increases with the number of material attributes that a virtual texture writes to. The ...

SetOneWayInteraction functionality has no effect on the simulation

UE - Simulation - Physics - Nov 11, 2022

Calling SetOneWayInteraction on a BodyInstance has no effect within the physics engine. The state of the flag is passed in to Chaos but nothing actually uses the value once it is there. It is expe ...