ICU was built with timezones disabled for Linux

UE - Platform - Linux - Mar 23, 2017

ICU for Linux was built with U_TIMEZONE defined to 0, which means that ICU always considers itself to be in UTC, rather than use its default Linux implementation. We should try and build ICU again ...

Component properties cannot be edited for instances of a Blueprint if more than one instance of that Blueprint in the level is selected

UE - Gameplay - Blueprint - May 5, 2017

Properties of components that are added to a Blueprint cannot be set in the Details panel for instances of that Blueprint in the level if multiple instances are selected. These components also do no ...

Build fails if a project contains a struct with a name in all caps

UE - Foundation - Cpp Tools - UnrealHeaderTool - May 11, 2017

Using all caps for the name of a struct defined in code that includes a constructor will cause the build of the project to fail in Visual Studio. The error that is given suggests that a semi-colon i ...

Local Variable loses value after reference moves file location

UE - Gameplay - Blueprint - May 23, 2017

Local Variable loses value after reference moves file locations. This does not just affect construction scripts, following these steps with a function instead produced the same result. This issue do ...

A crash in editor will result after swapping inherited SCS component names at the parent class level before loading a child class that overrides them.

UE - Gameplay - Blueprint - Oct 26, 2018

This is an editor-only crash that's due to stack overflow/infinite recursion in UInheritableComponentHandler::FixComponentTemplateName(). We are recursively trying to rename other inherited componen ...

UIScaleCurve float-point value in BaseEngine.ini lacks precision

UE - Editor - UI Systems - Slate - Jun 4, 2020

The screenshots below display 1920x1080pixel widget button. First one with Default DPIScaleCurve shows extra borders on the right and bottom. Next one with more precision shows no extra boundary. [ ...

VFInitRotation(Cascade) always provides the same rotation

UE - Niagara - Jun 30, 2020

This problem caused by incorrect initialization of RandomStream in the GPU particle. //PaticleGpuSimulation.cpp virtual void Init() override { ... check(AllocatedTiles.Num() == TileTimeOfDe ...

Nvidia Graphics Drivers cause editor menus to flicker and disappear after using the editor for an extended period of time

UE - Graphics Features - Apr 16, 2021

This issue seems to be occurring on a variety of Nvidia cards. So far, I haven't seen any indication that it is affecting AMD graphics cards. The majority of the reports have indicating that the pro ...

Enhanced Input Axis Actions repeatedly firing the last input value when entering a Common UI menu

UE - Gameplay - Input - Sep 7, 2023

When using an axis mapped input action such as looking around with a gamepad joystick, then opening a Common UI menu, the last input axis value will keep firing irrespective of the current joystick ...

Some debug modes do not work in PIE

UE - Platform - Mobile - Jan 9, 2024

It looks like the output of the debug pass is ignored, and the final output from the last frame before the pass was enabled is displayed instead. If the pass is modified to return a different textu ...