Regression - Nav mesh is not generated on BSP brushes after loading a map

UE - AI - Navigation - Jan 14, 2025

In UE 5.5, when loading a map and selecting "Build – Build Paths", the nav mesh is not generated on any BSP brushes (although it is correctly generated in static meshes). This did not happen in earl ...

Custom Events with duplicate input names will not compile

UE - Gameplay - Blueprint - Jan 12, 2015

Custom Events with duplicate input names will not compile. This does not occur immediately: creating two Custom Events with two identically named inputs will not cause a compile error, but if you re ...

Modifying FSuggestProjectileVelocityParameters::ResponseParam.CollisionResponse modifies FCollisionResponseParams::DefaultResponseParam

UE - Gameplay - Sep 17, 2024

FSuggestProjectileVelocityParameters was introduced in 5.4 and has a FCollisionResponseParams member that's initialized as a mutable reference to FCollisionResponseParams::DefaultResponseParam. str ...

CableComponent particles spawn at origin when gameplay starts depending on component registration order

UE - Framework - Components - Jan 9, 2025

A workaround was provided for the user, to use 'Set Attach End to Component' nodes during BeginPlay. While this fixes the issue in gameplay, the editor preview no longer syncs with gameplay. ...

FCollisionProfileNameCustomization doesn't support Multiple Values

UE - Editor - Applied Usability - Aug 16, 2023

The class FcollisionProfileNameCustomization customizes the property editor for the class FcollisionProfileName. However, it does not handle the case where multiple assets/actors are being edited si ...

Particles: SetFloatParameter not always having an effect

UE - Graphics Features - Oct 7, 2015

A licensee is trying to use Distribution Float Particle Parameters for the Noise properties of a Beam Particle. When trying to change these parameters in a Blueprint, some work, others don't. When ...

[Datasmith] [Sketchup] Material maps wrong when using colors or applying materials directly to grouped object

UE - Editor - Content Pipeline - Datasmith - Exporters - Sep 30, 2019

The problem occurs when a material gets added to a group inside sketchup directly instead of individual faces before grouping. The materials that are just colors are doing the same thing. This was ...

Gameplay Effects can hold stale references to GameplayTags when switching Gameplay Effect Component type

UE - Gameplay - Gameplay Ability System - Jan 9, 2024

Gameplay Effects can hold stale references to Gameplay Tags when the adding component is switched for a different type. The tags are serialised, and their presence can be confirmed with Reference Vi ...

Matinee doesn't display animated SkeletalMesh if its origin is out of view

UE - Anim - Sequencer - Jan 23, 2015

From 8/17/16 Tools sync: This is probably also happening in Sequencer. Think Sequencer should just auto-set this flag. ----------------------------------- If a SkeletalMesh actor is placed beyond v ...

Reproducible softlock on iOS

UE - Platform - Apple - Jul 18, 2023

After performing the repro steps, screen will softlock unless you perform the "slide from 3 to 4, then back to 3" steps.  Appears to be an iOS system bug, but see if we can find a workaround. ...