EditableTextBox is not updated in Android device until pressing it when emptying it with blank text and SetText node.

UE - Platform - Mobile - Dec 7, 2016

EditableTextBox is not cleared immediately when clearing it with blank in android. (Right after User's input) It needs other input to refresh it. Current workaround is calling settext with blank ag ...

Warning spam on opening a level that contains actors with a childActor component

UE - Gameplay - Mar 9, 2017

When opening a level that contains actors with a childActor component, "LogSpawn:Warning: UWorld::DestroyActor: World has no context!" warning will be displayed for each actor. ...

Compile error when connecting Literal enum node to Enum container Map type

UE - Gameplay - Blueprint - Mar 9, 2017

Compile error when connecting Literal enum node to Enum container Map type. If this connection isn't compatible, a "Byte to Enum" would be expected to be created. ...

Spawned Actors are duplicated and remain visible at actor origin

UE - Anim - Sequencer - Apr 11, 2017

Spawned Actors are duplicated and remain visible at actor origin ...

Cannot run packaged project if a code class contains a static FSimpleElementCollector variable

UE - Graphics Features - Nov 17, 2017

Adding a static FSimpleElementCollector variable in a code class prevents the packaged project from running. No log is created. ...

Sharing TransitionRule of multiple AnimStateTransitionNode, when AnimBP is opened it becomes dirty

OLD - Anim - Dec 15, 2017

Sharing transition rule it will be Dirty when AnimBP opens. When AnimBP is open, "if(BoundGraph->GetOuter () != Node)" is true in FBlueprintEditorUtils::UpdateOutOfDateCompositeWithOuter, BoundGrap ...

[Metal-Epic:iOS] Directional Light graphics corruption when using the Metal Desktop Forward Renderer on iOS

UE - Graphics Features - Jan 25, 2018

When enabling the Metal Desktop Forward Renderer on iOS, Directional Light's with Light Shaft Bloom enabled will cause full screen graphics corruption when looking at the light source. ...

ProjectWorldToScreen always returns True

UE - Gameplay - Blueprint - Apr 4, 2018

ProjectWorldToScreen always returns true. User states: "This probably comes from that line of code : bResult = Player->PostProcessWorldToScreen(WorldPosition, ScreenPosition, bPlayerViewportRelati ...

Windows FMallocTBB seems to have a memory leak

UE - Foundation - Core - Oct 11, 2018