Native struct types that declare one or more non-UPROPERTY fields are not initialized with the default value from a modified Blueprint CDO.

Gameplay - Blueprint - Feb 12, 2020

Dynamically-spawned instances of a Blueprint class go through an optimized property initialization pass (see UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction() and InitProperties ...

Show collision can't display Complex Collision Mesh

Physics - Feb 12, 2020

"viewmode collisionpawn" and "viewmode collisionvis" can not display complex collision meshes as well. ...

Unable to input with IME in widget component.

Tools - UMG - Feb 12, 2020

Unable to input IME text in widget component, but able to input IME text in textbox like UMG designer.  It works fine until 4.21, however it wasn't able to work after 4.22. Workaround: void FSla ...

Particle System Components don't inherit owner's time dilation

Rendering - Cascade - Feb 7, 2020

This is a regression introduced by the particle system manager. It does not account for the owning actor's time dilation when ticking the particle system components.  ...

Input Key Selector's Set Text Style does not change Text Style when given Text Style Variable

Tools - UMG - Feb 6, 2020

Input Key Selector's Set Text Style does not change Text Style when given Text Style Variable ...

Reordering instanced components in the Actor Details tab invalidates the relocated instance such that it can no longer be registered into the current world.

Tools - Feb 5, 2020

After reordering, if you hover over the "Component Blueprint B" entry, the object path indicates that it's incorrectly referencing a transient object. This is why GetWorld() now returns NULL and the ...

Opening Editor preferences window while simulating and pressing Play/Stop causes memory leak

Gameplay - Input - Feb 3, 2020

An open but minimized Editor Preferences window causes a memory leak while simulating and repeatedly pressing Play/Stop. ...

Planar Reflection Actor does not pivot at center when using ALT+LMB Drag in Viewport

Rendering - Jan 31, 2020

When moving a Planar Reflection Actor's transform location to (X:5000, Y:5000, Z:0)  The Planar Reflection Actor does not pivot at center when using ALT+LMB Drag in the viewport.   Note: Moving tra ...

BP - Nativizing a UMG widget hierarchy in which a child widget of another widget BP type has the "Is Variable" box unchecked will result in a crash at runtime.

Gameplay - Blueprint - Jan 28, 2020

When the "Is Variable" box is unchecked for a BP-typed child widget, a variable will not be created at Blueprint compile time to reference the child widget in the nativized widget BP class. This bre ...

Default pose is displayed in the first frame when playing with Sequencer

Tools - Sequencer - Jan 28, 2020

The problem is that the camera is evaluated when the sequencer is played, but the animation does not seem to play properly. It seems that the licensee found this problem when implementing it in C++, ...