Guid reference warnings when using the Take Recorde

UE - Anim - Sequencer - Take Recorder - May 14, 2024

When we record a Take from a level actor, a warning about referencing the same Guid inside LazyObjectPtr.h appears. The functionality of the LevelSequence works as expeced, but when the initial tak ...

Editing Filtered Channels in Details panel doesn't update Spawn Control Node

UE - Anim - Rigging - Control Rig - May 7, 2024

An external user reported that creating and editing filtered channels in the details panel does not propagate to the node in the graph, thus making it unusable.  Here is a video with the issue: [ ...

SubobjectDataSubsystem functions do not show up in blueprint editor.

UE - Gameplay - Blueprint - Apr 15, 2024

Licensee was not able to access SubObjectDataSubsystem functions from their blueprint editor, as the functions (such as "GatherSubobjectDataFromInstance") did not show up in the right-click menu and ...

AR Kit Env Probes are backwards

UE - Platform - XR - Apr 11, 2024

[Link Removed] Original issue shared on UDN: [Link Removed] ...

IME does not work in EditableTextBox in WidgetComponent

UE - Editor - UI Systems - Apr 5, 2024

WidgetComponent controls widgets through VirtualWindow, but VirtualWindow does not have HWND, so IME cannot be enabled. The following workaround enables IME activation. void FSlateEditableTextLay ...

Performing seamless server travel while a Legacy Camera Shake with an Anim Sequence set is ongoing will cause a crash

UE - Anim - Sequencer - Mar 14, 2024

When we server travel with seamless travel enabled, and a legacy camera shake with an anim sequence set is currently ongoing, we will get a crash due to the UMovieSceneEntitySystemLinker failing a c ...

On NM_Client, GameplayDebugger defaults to green smiley for NPCs implying running BehaviorTree while AI info is unknown

UE - AI - Debugging - Mar 12, 2024

Context GameplayDebugger (Press ` in-game) displays a green smiley (AICON-Green) for AIControlled pawns that are running a BehaviorTree and a red angry face (AICON-Red) otherwise. If the AIControll ...

Blueprints break when implementing a duplicated BP interface along with the original

UE - Gameplay - Blueprint - Mar 1, 2024

When duplicating a blueprint interface, the GraphGuids of the original BP interface's function graphs are unchanged: function graphs across the two BP interfaces now have the same GraphGuid. This is ...

GameFrameworkComponentManager crashes when modifying init state callbacks during state change

UE - Gameplay - Feb 28, 2024

The GameFrameworkComponentManager has a system for registering callbacks to execute in response to event changes. This ends up calling UGameFrameworkComponentManager::CallFeatureStateDelegates which ...

Placing a section at the end of montage is not properly handled

UE - Anim - Gameplay - Feb 24, 2024

Placing a  section at the very end of a montage with no duration or animation assigned after it is not properly handled.  Normally sections with 0 length are skipped and search continues since they ...