Some instances spawned by NeagaraDataInterfaceChaosDestruction breaking event will be set location to the world origin

UE - Niagara - Data Interface - Nov 29, 2024

 The following code can often be found in UNiagaraDataInterfaceChaosDestruction.const int32 ParticleID = ParticleIDParam.GetAndAdvance() - LastSpawnedPointID + 1; The LastSpawnedPointID is usual ...

[CrashReport] CastChecked<UAnimBlueprint,UBlueprint>()

OLD - Anim - Jul 14, 2017

This is a common crash affecting users in 4.16. Users have not provided additional information. Source context not available ...

When loading a new level, a variable of the subclass of type is reset to null in the classes inherited from UGameInstance or UGameInstanceSubsystem

UE - Foundation - Data Pipeline - Cooker - Dec 1, 2022

Reproduced 3/3 times, issue does not occur in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed Regression. It's only in packaged & quick launched builds that this occurs; PIE works as normal. ...

Low res textures (MobileContentScaleFactor) on iPad Pro 10.5"

UE - Platform - Mobile - Jul 31, 2017

There's no device profile to set MobileContentScaleFactor for iPadPro 10.5". It picks up other rendering settings properly from the iPadPro family, but this doesn't set MobileContentScaleFactor. T ...

Landscapes do not render on PowerVR device

UE - Platform - Mobile - Sep 2, 2016

When using a level with a landscape on an Android Device with a PowerVR gpu the landscape is not rendering. This was reproduced with Asset# 4719Model: Galaxy S4 GT-19500GPU: PowerVR SGX544MP3OS: 4. ...

Blueprint variables get reset if not made Public

UE - Gameplay - Sep 5, 2018

When a blueprint variable is not set to Instance Editable, its value gets reset at runtime. This seems to occur because the variable OriginalCannonTransform seems to get reset/nullified after being ...

Node MinimumAreaRectangle produces wrong centerpoint

UE - Gameplay - Feb 15, 2019

The centerpoint for the MinimumAreaRectangle function returns the wrong value when applied. Tested in 4.21.2 (CL - 4753647), 4.22 (CL - 4958263) ...

LOD materials are wrong for multiple tree static meshes in Kitedemo

Docs - Samples - Nov 10, 2016

A lot of the tree meshes become big and blocky at the furthest LOD level. This causes them to look odd when they are far away in the distance. This is a regression from 4.13.2 ...

Clicking on an Actor in the World Outliner jumps to Details tab if it is docked with the World Outliner

Tools - Dec 20, 2017

When clicking on a actor in the World Outliner while the Details tab is docked to it, it switches over to the Details tab. This bug was not present in 4.17.2 but is in 4.18 and 4.19. ...

Animations imported with Skeletal Mesh are not marked as dirty and don't get saved

UE - Editor - Content Pipeline - Import and Export - Jun 21, 2016

Animations imported with Skeletal Mesh are not marked as dirty and don't get saved. They disappear when the editor is restarted. This does not occur in 4.11 or 4.13. ...