BPGC GetPreloadDependencies() may be excluding non-DSO archetypes

UE - Gameplay - Blueprint - Apr 10, 2023

Currently, UBlueprintGeneratedClass::GetPreloadDependencies() is only inclusive of subobjects instanced via CreateDefaultSubobject(). We may need to broaden it to include RF_ArchetypeObject and/or ...

A Kinematic controlled vehicle is not rendering correctly when it has a non-identity transform.

There are issues with the vehicles rendered position when it is being moved in a kinematic manner, i.e, forcibly moving a vehicle (not simulating it) using either FChaosEngineInterface::SetKinemati ...

Renaming a variable on a Blueprint will reset that variable's value on any Child BPs

UE - Gameplay - Blueprint - Mar 25, 2023

If a variable is renamed on a blueprint, then any child blueprints will lose their default values for that variable and reset to the parent's default value. This resetting only happens with the Chi ...

Hitting check when removing HISM instances with Custom Instance Data

UE - Rendering Architecture - Mar 20, 2023

Hitting check(UploadInfo.InstanceCustomDataCount * InstanceCount == UploadInfo.InstanceCustomData.Num()) and also seeing incorrect isntance order after removing instances from HISMs. Additionally ...

Editing Blueprint default values will make the level it is contained in get marked as dirty

UE - Gameplay - Blueprint Editor - Mar 10, 2023

When Blueprint default values are edited, those edits will also be propagated to any active instances in the level. Each edit event will mark the level as dirty. Similarly, in a World Partition map ...

GAS: RemoveActiveGameplayEffect crashes when called during world teardown for periodic GEs

UE - Gameplay - Gameplay Ability System - Mar 2, 2023

AbilitySystemComponent crashes when RemoveActiveGameplayEffect is called during world teardown for an active gameplay effect that ticks periodically, by unsafe GetWorld()->GetTimerManager() access w ...

Duplicating a Blueprint with a function call node connected to a variable of the source Blueprint type results in a compile error in the duplicated asset.

UE - Gameplay - Blueprint Editor - Feb 21, 2023

If a Blueprint asset contains a function call node for which the referenced function context is set to 'self', if the "Target" pin is connected to a type that equates to the owning Blueprint asset ( ...

TMap does not rehash when the property change if the key is struct

UE - Editor - Workflow Systems - Feb 17, 2023

If TMap's Key is a unique Struct, TMap's rehash will not run even if elements are added or changed in DetailPanel such as DataAsset. So TMaps's Find etc. will fail This issue is very similar to [Li ...

PythonScriptPlugin: UE_LOG Format Changed to Unicode after Redirection

UE - Editor - Workflow Systems - Feb 15, 2023

PythonScriptPlugin sets std output mode to _O_BINARY but fails to restore it to the previous state afterwards because cached StdOutMode is already _0_TEXT, hence _setmode returns -1. See PythonScri ...

AnimDrawDebug does not work if using RootMotion from Everything

UE - Anim - Gameplay - Feb 14, 2023

Debug drawing with AnimDarwDebug~ does not work when RootMotionMode is set to "RootMotion from Everything". In addition, the same issue occurs when MultiThread of Animation is turned off. Licensee ...