Splitting a struct pin on a function node does not display tool tips on resulting struct member pins

UE - Gameplay - Blueprint Editor - Sep 15, 2021

Splitting a struct pin on a function node does not display tooltips for the resulting struct member pins.  upd. Regression was checked on //UE4/Release-4.26 CL 15973114, issue wasn't reproduced. Re ...

Android does not show camera when in ARDebugCheck project

UE - Platform - XR - Sep 15, 2021

While working in the //UE5/Main - Medium Priority - Platform Sanity Pass after being packaged and then uploaded onto supported android device, the screen just shows a black background as it is not p ...

Pasting timeline components into another actor and then choosing "cancel" on fix self context function references results in a broken state

UE - Gameplay - Sep 13, 2021

upd. Regression was checked on //UE4/Release-4.26 CL 15973114, issue was reproduced. Regression - No ...

Grass does not show up when I override the Material of LandscapeComponent.

UE - LD & Modeling - Terrain - Landscape - Sep 8, 2021

Regression checked in //UE4/Release-4.26.2 CL 15973114 the issue is not reproduced thee ...

Crash Applying Multiple Anim Modifiers

UE - Anim - Runtime - Sep 5, 2021

Fatal error: [Link Removed] [Line: 2516] Fatal error: [Link Removed] [Line: 2516]Objects have the same fully qualified name but different paths. New Object: MotionExtractorModifier /Game/Characters/ ...

Wrong Role in BeginPlay of startup actors respawned by a replay scrub

UE - Networking - Sep 3, 2021

The Role/RemoteRole of net startup actors that get respawned during the replay scrub will be incorrect/swapped during BeginPlay (but not later for any onreps we process). ...

APlayerController::FlushPressedKeys is (incorrectly?) called when the client viewport loses focus.

UE - Gameplay - Input - Sep 3, 2021

When focus changes an IE_Released event occurs for the W key (your character stops moving) due to UGameViewportClient::LostFocus calling APlayerController::FlushPressedKeys. Because of the R key pre ...

[Dynamics Processor][Audio Bus Sidechain] - Audio Bus Sidechain doesn't function the second time a sound is triggered

UE - Audio - Audio Bus - Sep 2, 2021

Retriggering a sound using an Audio Bus as a sidechain on a Dynamics processor seems to not uses the sidechain. The sidechain will start working again if it's reset on the Dynamics Processor effect ...

[Concurrency] - Voice Steal Release Time Doesn't Work when using a Priority Based Resolution Rule

UE - Audio - Voice Management - Aug 24, 2021

When using a Priority based Concurrency rule, the Voice Steal Release Time is ignored and ejected sounds stop abruptly. Test Notes: See attached video. Note: I've shelved the test map and assets ...