GPU Particle Collision changes based on Normal Intensity on Colliding Surface

UE - Graphics Features - Jun 18, 2015

Increasing the intensity of a Normal Texture on a colliding surface will cause the collision of GPU particles to behave strangely, looks to be falling through floor, when you are using a Constant Ac ...

Templated enum GetValueAsString function returns incorrectly formatted string

UE - CoreTech - Aug 19, 2020

For many years there has been a static function on UEnum called GetValueAsString which would convert an enum like EAttachmentRule::KeepWorld to the string "KeepWorld", if you passed in the explicit ...

Custom events with a struct that has had its pin split will throw an error when adding variables to the blueprint

UE - Gameplay - Blueprint - Aug 26, 2016

Custom events with a struct that has had its pin split will throw an error when adding variables to the blueprint. The Struct appears to throw an error when making changes that are seemingly unrelat ...

Crash When Toggling Visibility of Level with Planar Reflection

UE - LD & Modeling - Terrain - Landscape - Mar 26, 2018

This crash occurs in 4.19 and 4.20 but not 4.18. Repro'd in 4.19.0-3944462 and 4.20.0-3955769 and 3964322. This is a regression. Per UDN licensee: When I'm showing/hiding levels in editor (in le ...

The base color of a material in unlit mode changes when specular amount is above 0.0

UE - Graphics Features - Feb 24, 2020

Material's RGB base color values are changed in Unlit mode when specular is greater than 0.  User repro video:  [Link Removed] Tested in: 4.23.1 CL#9631420, 4.25 CL#11574810 ...

Teleport node sets the movement mode for a pawn back to default

UE - Gameplay - Oct 10, 2016

Teleport node sets the movement mode for a pawn back to default. The current movement is overridden by the default after using teleport node ...

Keyboard Shortcuts for Blueprint Editor Do Not Appear until Opening Blueprint

Tools - Feb 11, 2015

In any newly opened project the 'Keyboard Shortcuts' within the 'Editor Preferences' for the 'Blueprint Editor' do not appear until you have opened a blueprint within the project. After closing and ...

The Nativize Blueprint Assets option causes C++ collision components to ignore their extents set in a blueprint

UE - Gameplay - Blueprint Runtime - Jan 11, 2017

Using the Nativize Blueprint Assets option can cause the extents of a collision component defined in code and inherited by blueprints to use its default values in a packaged build instead of the ext ...