ControlRig & Sequencer: FindControlRigs returns rigs even if their track have been removed

UE - Anim - Rigging - Jun 5, 2024

Constraint Actor to Rig with Editor Utility Widget is working for the first time adding to the Sequencer. However if it was deleted and added to Sequencer again, run Scripted Actor Action shows Err ...

Extracting Sprites from Padded Non-Power of Two Textures are Offset

UE - Gameplay - Paper2D - Oct 12, 2015

Extracted Sprites are offset when importing a non-power of two sprite sheet, padding it to a power a two mode, and then using the extract function. You can see this offset clipping of the extracted ...

Changing setting in RecastNavMesh breaks "reference" to NavMeshBoundsVolume

UE - AI - Mar 1, 2019

When you create a NavMeshBoundsVolume, it automatically creates a RecastNavMesh-Default. You can change the settings of the nav mesh there. However when you change settings of this RecastNavMesh it ...

Event Dispatcher not being called in 4.6

UE - Gameplay - Blueprint - Dec 8, 2014

ED nodes in 4.6 but are not being executed in standalone or cooked games. Also, users receive compile errors when the project is saved and reopened that resolve when the blueprint is recompiled. ...

UMG Widget Hierarchy auto-expands on simple changes causing frustration and a slow work flow

UE - Editor - UI Systems - Oct 10, 2016

1. Create a hierarchy in UMG that has a couple layers deep of children such as vertical boxes that have multiple children that are vertical boxes, widget switchers .. 2. Collapse all children in th ...

Player Controller does not handle multiple CharacterMovement movement modes

UE - Gameplay - Blueprint - Feb 6, 2018

From Bug Submission: The variable in the image I attached is unable to distinguish between multiple characters all possessed by the same player controller. So if one character has this variable set ...

Volumetric Translucent Shadows will only work if you select the mesh, doesn't show up in game

UE - Graphics Features - Aug 18, 2015

When using Volumetric Translucent Shadows for static meshes the shadows will only work if the mesh is selected. When the mesh is deselected it will not render. This worked in 4.8.3, but is broken ...

Unexpected behavior from moving multiple widget components with render transform

UE - Editor - UI Systems - May 10, 2017

Unexpected behavior occurs from moving multiple widget components with render transform applied to them. The individual components seem to change relative position or rotation when being clicked and ...

Does FSlateElementBatcher::AddCachedElements need to check if r.HDR.UI.CompositeMode is enabled?

UE - Editor - UI Systems - Aug 28, 2024

When a specific configuration of HDR cvars are set, PIE in a New Editor Window will not render the game world. Settings (For DefaultEngine.ini): ```[SystemSettings] r.AllowHDR=1 r.HDR.Display.Color ...

Config entries to re-open asset windows are deleted if the Editor is shut down while a debugger is attached

Tools - Apr 17, 2019

When the "Restore Open Asset Tabs on Restart" option is turned on in the Editor Preferences window, closing the Editor while a debugger is attached appears to remove any saved asset tabs from the Ed ...