UBlueprintEditorLibrary::ReparentBlueprint() results in compiler errors when attempting to reparent from a native parent class to a blueprint parent class

UE - Gameplay - Blueprint - Mar 20, 2024

When using the Reparent Blueprint node in an Editor Utility Blueprint, e.g. an Asset Action Utility, compilation errors will occur if you try to reparent a blueprint with a native parent class to a ...

5.3 crashes when loading a map with an actor that had the class of one of its components changed

UE - Gameplay - Components - Feb 1, 2024

Create a blueprint based on actor, give it a SceneComponent named ExampleComp (BP_TestActor) - this should be the blueprints only componentCreate a new level (TestMap), place an instance of the bluepr ...

[Feature Request] Add a "Move Function Declaration to Parent" option for blueprint added functions

UE - Gameplay - Blueprint Editor - Mar 21, 2021

Users requested the ability to move only the function declaration to a base class from blueprints instead all of the nodes inside the function.  From the user:  "Essentially, 95% of the time wha ...

UMG Animation MPC track cannot preview

UE - Editor - UI Systems - UMG - Jan 23, 2024

The reason should be in FMaterialShader::GetParameterCollectionBuffer , Scene is nullptr and cached value GDefaultMaterialParameterCollectionInstances ** doesn't update. ...

Playing two instances of the same level sequence with an audio track will not work as expected.

UE - Anim - Sequencer - Mar 11, 2024

Two instances of the same level sequence playing audio will cause the audio to stop playing. ...

[AI] Updating an HISM instance transform breaks the navmesh on all of the HISM instances.

UE - AI - Navigation - Jan 19, 2024

Navmesh does not generate correctly around HISM instances when one instance has its transform updated. The most noticeable change is that adjusting the scale of an instance's transform will cause th ...

Luminance coefficients used throughout the engine not matching sRGB standard

UE - Virtual Production - Rendering - Color - Nov 27, 2023

This is causing confusion when working with color in UE5, specifically when validating for HDR between different reference materials. It has also been noted that the color primaries in PAL and NTSC ...

Nanite cast shadows from all lights, regardless of lighting channel configuration

UE - Graphics Features - Nanite - Dec 4, 2023

This behavior is inconsistent with the behavior of non-nanite meshes, which receive light and cast shadows only from lights in the same lighting channel. [Image Removed] ...

InstancedStruct hard references fail to cook in World Partition map

UE - World Creation - Worldbuilding Tools - World Partition - Mar 12, 2024

Hard references through InstancedStruct do not cluster the actors together into the same cell. ...

Fixing Issue in Niagara stack across particle and system stages crashes the editor.

UE - Niagara - Jan 18, 2024

The Update Persistent Audio module has a dependency on a Play Persistent Audio module. When there are two modules in different overview nodes, the automatic fix up can put the Play Persistent Audio ...