FloatCurveAsset reference is lost when reopening a Struct

UE - Gameplay - Feb 18, 2020

Structs containing references to instances in the content browser of FloatCurves fail to store these data formats as default values. This was reported and tested in 4.24.2 (CL-11100242). This was r ...

Netshowcorrections not showing corrections

UE - Gameplay - Player Movement - Feb 27, 2020

Very few net corrections are displayed when using p.NetShowCorrections. Note: The attached image shows the results using the same settings in 4.22.3 Tested in: 4.22.3 CL#7053642, 4.23.1 CL#96314 ...

"Failed to find object 'Class None'" in project log after creation

UE - Foundation - Core - Nov 17, 2014

Users reported seeing the line "LogUObjectGlobals:Warning: Failed to find object 'Class None.'" in the Output log after creating a project. I was able to confirm in a new blank code project without ...

Execution reroute nodes become wildcard reroute nodes when creating a second reroute node off the same execution pin

UE - Gameplay - Blueprint - Sep 21, 2015

Execution reroute nodes become wildcard reroute nodes when creating a second reroute node off the same execution pin. Note: this does not appear to affect their functionality as execution reroute no ...

Map load stalls in texture streaming code

UE - Graphics Features - Jun 13, 2017

A change was made to AActor.GetComponents which appends the results instead of resetting the output array. This seems to only impact 2 places in the code, and has a big side effect in the texture st ...

Cannot undo moving a mesh via Pilot

Tools - Jan 2, 2018

There is an issue where the undo does not affect movement made by piloting an object in a level. This issue does not appear to be a regression. Versions Tested: This issue occurs in all versions te ...

When Both AnimMontage and AnimationTrack are Playing, the Blending Results are Different from Expectation

UE - Anim - Sequencer - Dec 11, 2018

When Slot animation by AnimMontage and AnimationTrack is done at the same time, the blend result differs from expectation. Probably because if AnimMontage's loop playback by EventTrack is executed, ...

BuildGraph builds some tools for Win32 even if Win32 is excluded from the build

UE - Foundation - Cpp Tools - Jan 16, 2019

When creating a local binary build of the Engine using the BuildGraph, there are several tools that are built for Win32 even if Win32 was specifically excluded from the BuildGraph (ie. -set:WithWin3 ...

Undetected infinite loop on spline creation

UE - Gameplay - Blueprint Compiler - Mar 16, 2019

It is possible to create spline logic that will not be detected by infinite loop detection. Also hangs if executed in Event Graph on Begin Play. If saved but not compiled and placed in Editor Star ...

Procedural Foliage Volume: Simulate() function doesn't work in Blue Print

UE - World Creation - Worldbuilding Tools - Foliage - May 10, 2019

Procedural Foliage Volumes can be resimulated by clicking the Resimulate button. But they can't be resimulated from Blueprints, even if there is a Simulate() function that can be executed. Found in ...