GI not coming in with lighting build data when lighting built outside of main scene

UE - Graphics Features - Mar 27, 2024

Volumetric Lightmaps are not shared between Persistent maps that have the same sublevels. Also observed in Release-5.4, CL 32500436 ...

Moving an InstancedStaticMesh will not move meshes collision

UE - Simulation - Physics - Apr 10, 2015

Moving an instanced static mesh will not move the collision along with the mesh. This will leave a visible mesh that players can walk through in one area and a blank space that cannot be walked thro ...

Expose to Matinee requires variable to be "editable" for it is usable in Sequencer/Matinee

UE - Anim - Sequencer - Jun 15, 2016

Expose to Matinee requires variable to be "editable" as well. If this is expected, can we have "Editable" be enabled when you enable "Expose to Matinee"? ...

Default values set in code are not overridden in character blueprint

UE - Gameplay - Blueprint - Mar 23, 2015

If a C++ class based on Character has a default value for a variable and the value is overridden in blueprints, the default value will be shown in game rather than the BP value. ...

LIVE: Variables of type UserDefinedStruct that are not compiled when a project is closed will not be visible when the project is reopened

UE - Gameplay - Blueprint - Nov 18, 2014

If a variable of type UserDefinedStruct is created in a Blueprint and the project is closed before the Blueprint is compiled, upon reopening the project that variable will not be visible in the My B ...

Changing a variable during simulate will cause physics object to jump around

UE - Simulation - Physics - Mar 16, 2016

If a user has an actor that is simulating physics during simulation of play in the editor and they then change the value of a variable trough the details panel below the world outliner then the acto ...

Delay node after a Destroy node breaks blueprint string

UE - Gameplay - Blueprint - Feb 20, 2015

When a delay node is placed after a Destroy node in a blueprint string, nothing after the delay node will trigger. Removing the delay will trigger following nodes. ...

Altering interface outputs/inputs causes compile errors on blueprints calling interface

UE - Gameplay - Blueprint - Sep 4, 2015

If an interface is called in a blueprint and then altered, the blueprint will receive a compile error until the interface is removed and re-implemented. ...

UMG Textblock with no font drops FPS by ~30

UE - Editor - UI Systems - Feb 21, 2015

FPS drops in PIE when a widget is called that has text with no font selected. ...

Undo Delete Subcomponent/Child Actor of Blueprint while Playing Causes Crash

UE - Gameplay - Blueprint - Mar 12, 2015

The title pretty much explains it all. When creating a blueprint and using a subcomponent or child within that blueprint, deleting the child actor, and then undoing while in play, causes crash. ...