Particles are only activated when the camera moves back

UE - Niagara - Mar 3, 2020

UParticleSystemComponent :: CanConsiderInvisible () Particles determined to be invisible by MaxSecondsBeforeInactive seem to be activated only when the camera moves back. Is this correct behavior? ...

FLowLevelMemTracker::GetTagAmountForTracker with CustomProjectTag returns 0 always

UE - Foundation - Core - May 7, 2020

FLowLevelMemTracker::GetTagAmountForTracker with CustomProjectTag returns 0 always. Because of FLLMTracker::FLLMThreadState::GetFrameStatTotals don't amount to about CustomTags. Following code will ...

Assertion failed: IsValid() in AudioDeviceManager.h related to dragging and dropping cues into the viewport

UE - Audio - Feb 23, 2021

I was not able to reproduce this issue with the user given repro steps, however the crash has occurred for multiple users according to Crash Reporter, so it is worth investigating more into ...

Child blueprint classes do not inherit "ClassGroup" from their native parents

UE - Gameplay - Blueprint Editor - Jun 7, 2021

When creating a blueprint component based off of a custom native class that utilizes the ClassGroup metadata  ...

Blueprint functions with unconnected return nodes may return unexpected values

UE - Gameplay - Blueprint - Feb 11, 2022

We don't clearly define the behavior for a Blueprint function when an execution path without a return node is taken. We should either report an error, or have the function return the default initial ...

Struct Properties marked EditAnywhere and BlueprintReadOnly are exposed in Widget Blueprints

UE - Framework - Blueprint - Jul 21, 2022

Struct properties marked up with the EditAnywhere and BlueprintReadOnly specifiers are exposed in Widget Blueprints by MakeStruct nodes and split pins on Setter nodes. CanBeExposed in K2Node_MakeStr ...

Crash when dragging and dropping sub-level Actors into HLOD Outliner

UE - World Creation - Worldbuilding Tools - HLOD - Aug 25, 2022

In 4.27.2 a new cluster is created without any problem. ...

Blueprint breakpoints on EventEndPlay do not break execution in PIE

UE - Gameplay - Blueprint Editor - Sep 16, 2022

Blueprint breakpoints on EventEndPlay do not break execution of the PIE session before the session is destroyed. ...

FEnhancedActionKeyMapping struct has incorrect comparison results

UE - Gameplay - Input - Nov 11, 2022

The fix for this is to override the  FEnhancedActionKeyMapping::operator== to account for the deep copy that happens on modifiers instead of comparing addresses ...