Set Material for Particle System via Construction Script in Blueprints is Different is PIE versus Standalone

UE - Graphics Features - May 25, 2017

Differences in PIE and Standalone when attempting to set the Material for a Particle system within the construction script of an actor blueprint. I know there are probably some differences in how P ...

Precomputed Visibility incorrectly Culling Objects in Scene when Opening different Level

UE - Graphics Features - Jun 28, 2017

Objects in a scene are randomly culled when building a level with Precomputed Visibility enabled, and opening another level that has already pre-built precomputed visibility. A couple of things wor ...

Value of Mass In Kg is multiplying in value when clicked

UE - Simulation - Physics - Jul 27, 2017

When changing the value of Mass In Kg for a child of a Skeletal Mesh Actor, the value is getting multiplied with every select, deselect, and enter press on the value. The number the value is multipl ...

Allow demo functions from Execute Console Command.

UE - Networking - Aug 10, 2017

Continuation of [Link Removed] Previous ticket addressed the crash. However, it didn't fix the FScoedLevelCollectionContextSwitch to allow for demo commands to be run from Execute Console Commands. ...

Sequencer spawned blueprint functions/variables not firing with correct values on begin play

UE - Anim - Sequencer - Dec 11, 2017

Created in relation to https://udn.unrealengine.com/questions/405764/is-it-possible-to-set-sequencer-spawnables-propert.html Issue relates to behavior of the Event BeginPlay and the propagation of ...

Enum can lose value in Child actors with component containing a Map of Structs

UE - Gameplay - Blueprint - Apr 12, 2018

Value in an Enum in a Struct in another Struct assigned to a Map in a Component with the Component used on a Child Pawn Class can be reset upon editor relaunch. User submitted bug. (Unsure what int ...

FObjectReplicator::ValidateAgainstState may validate against the wrong buffers

UE - Networking - Oct 22, 2018

In 4.14, changes were introduced to share replicated state between objects on the server (Shadow State) this was done to allow sharing property comparisons to determine when objects needed to replic ...

Getattachedactors does not return the proper value when called from the Constructor

UE - Gameplay - Nov 7, 2018

A user has reported that using GetAttachedActors in the Constructor does not work properly. If actors are attached in the editor, the function does not return the correct value when called in the Co ...

Find and replace reference feature(experimental) crashes after indexing dialog

UE - Gameplay - Blueprint Editor - Jan 30, 2019

FindInBlueprints->CacheAllBlueprints(FSimpleDelegate::CreateSP(this, &SReplaceNodeReferences::OnSubmitSearchQuery, true), EFiBVersion::FIB_VER_VARIABLE_REFERENCE);  This leads to crash. Users can b ...

Far Shadow Cascades fade out based on the length of the Distance Field Shadows

UE - Graphics Features - Mar 14, 2019

Far Shadow Cascades are fading out based on the length of the Distance Field Shadows. Causing the shadows to cut out abruptly. ...