PropertyAccessUtil methods do not do propagation to instances when editing archetypes

UE - Editor - Workflow Systems - May 14, 2020

Currently value propagation is handled at the property node level (c.f., PropagateContainerPropertyChange), and is unavailable to any other editor code / scripting (whether in Python or BP or C++). ...

GooglePAD ondemand assetpack file packaged redundantly in obb file

UE - Platform - Mobile - Mar 19, 2021

In order to distribute content within GooglePAD's distribution size limit. (1GB for install-time, 500MB for fast-follow, and 500MB for on-demand) we are trying to package it as assetpack by dividing ...

Hot reload causes AnimBlueprint to lose functionality and crash

OLD - Anim - Mar 31, 2015

Casting to a character class inside of AnimBlueprint after a hot reload caused editor to crash Crash Reporter: [Link Removed] Additionally, Casts fail, breaking AnimBlueprint after a hot reload ...

Overlapping isn't updated on replicated components after SetWorldTransform

UE - Networking - Dec 10, 2015

Overlapping isn't updated on replicated components after SetWorldTransform. Updating the transform on the Actor itself updates the overlapping as expected. Reproduced in 4.10 and Main (CL# 2798114) ...

Resetting material instance parameters to default value does not update the appearance of the object that the material is applied to

UE - Rendering Architecture - Materials - Mar 10, 2025

When a material instance with exposed parameters is applied to a landscape; the parameters set to a new value and then reset to back the default value, the landscape does not respect the new default ...

Setting child actor component offset breaks child component variables set in parent constructor

UE - Gameplay - Blueprint - Sep 6, 2016

If a child actor component has a local offset from the parent, any of the child's variables that are set in the parent's construction script are not registered. Workaround: Setting child variables ...

Editor Type Plugins are Included in Packaged Development Build

UE - Foundation - Cpp Tools - UnrealBuildTool - Feb 19, 2016

When you declare a plugin as "Editor" type, the plugin is still included in a packaged development build. Found in 4.10.3 binary. Reproduced in 4.11 Preview 5, and Main CL 2870013 ...

When a client sends an Unreliable RPC to the Server in same frame with a Reliable RPC, Unreliable RPCs are Reliable

UE - Networking - Sep 25, 2018

When a client sends an Unreliable RPC to the Server in same frame with a Reliable RPC, Unreliable RPCs are Reliable. It implies extremely high lag on each lost RPC and all following ones. User lose ...

Debug lines can be obscured by post processing effects

UE - Graphics Features - Sep 14, 2015

Debug lines (Results of DrawDebugLine()) can be obscured by post processing effects such as a strong glare. Debug lines should be always visible for debugging purposes. ...

Use Per Property Manually Overridden Texture Sizes when Merging Materials generating HLODs only creates 1024 Texture Sizes

UE - World Creation - Worldbuilding Tools - HLOD - May 3, 2017

Texture sizes incorrect and always output 1k resolution textures when creating HLOD proxy meshes and using the per property manual override for texture sizes. I have attached a screenshot which exh ...