'GetClassDefaults' Can Cause Blueprint To Become Modified When Unrelated Blueprint Is Compiled

UE - Gameplay - Blueprint - Sep 22, 2023

The stems from a really old change (CL 2948683) to fix [Link Removed]. Compiling ObjectA will call RefreshExternalBlueprintDependencyNodes on its dependent BP,  ObjectB_ReferencesA, which reconstru ...

XAudio2 DestroyVoice call causes significant hitching on some architectures

UE - Audio - Aug 10, 2015

Another thread: https://answers.unrealengine.com/questions/241358/amd-cpu-very-low-performance-because-ixaudio2sourc.html Note: This not a regression and has existed since our first implementation ...

Using Show Mouse Cursor and Ejecting Prevents Actors from Being Moved

Tools - Mar 31, 2016

When you have the mouse cursor set to show in game, if you use shift+f1 to unlock the mouse, eject, and then attempt to click and move an actor using the transform gizmo, you are unable to do so. S ...

Static Mesh Editor: Give options for drawing complex/simple collision

UE - Simulation - Physics - Mar 13, 2017

The collision mesh and the display mesh are often similar enough to be difficult to differentiate, and there is currently no way to view the collision wireframe without the display wireframe as well ...

Landscape Grass Output Instances begin to float when using the Retopologize Tool

UE - LD & Modeling - Terrain - Landscape - Mar 14, 2017

When using the Retopolgize tool on a landscape that is utilizing the Landscape Grass Tool, any pre-existing grass types will begin to float and transform their locations. The only way myself and th ...

SBasePoseViewport should use ExtendedBounds, not ImportedBounds

UE - Anim - Rigging - Jun 16, 2020

In accordance with CL-9139422 of [Link Removed], the SkeletalMesh ImportedBounds does not have an Extend operation. However, SBasePoseViewport, the UI for retagettes, continues to use ImportedBounds ...

UHapticFeedbackEffect_SoundWave Initialize does not populate Raw Data in the HapticsBuffer

UE - Platform - XR - Jul 19, 2024

From the UDN:  >  Open HapticsFeedbackEffect.cpp and naivgate ~ line 150; note HapticBuffer has length populated but never write the actual buffer data. LikeReplySelect as Best Seems like a simple f ...

Bundled compute PSO compilation stalling tender thread

UE - Rendering Architecture - RHI - Feb 13, 2025

A licensee has pointed out a potential bug they found related task graph synchronization and when compiling compute PSOs: [Link Removed]. From the screenshot they sent over, it seems that a task gra ...

UAT not considering remote root

UE - Foundation - Horde - BuildGraph - Apr 2, 2025

It seems like WriteFileList (TempStorage.cs) is not respecting the enginePath as set from horde context. _localDir in TempStorage.cs seems to be based off of the RootDir (details here). Proposed ...

GAS: GameplayAttribute picker incorrectly also lists AttributeSets' non-attribute properties

UE - Gameplay - Gameplay Ability System - Aug 21, 2025

Context: FGameplayAttribute's details customization lets designers pick any attribute property from any UAttributeSet class. Problem: This currently displays all properties of UAttributeSet class ...