IOS force feedback strength does not increase

UE - Platform - Mobile - Jan 15, 2019

Force feedback does not strengthen when expected on IOS. It stays the same regardless of where the pawn is on either the red or yellow squares. Tested on 9753_iPhone 7+ 12.0.1 and 16021_iPhone XS ...

Groom renders black through Single Water Layer materials

UE - Graphics Features - Jan 9, 2023

Regression: Tested in UE5/Release-5.0, this issue occurs so this is not a regression ...

Sequence recording in standalone crashes

UE - Anim - Sequencer - Sep 5, 2016

We use GetEditorWorldCounterpartActor in the sequence recorder which cant work in standalone builds as it relies on GEditor. The best fix would probably be to just add a guard for GEditor to GetEdit ...

DeltaTime returns inaccurate time when Tick Interval is positive

UE - Gameplay - May 30, 2017

When disabling/enabling tick at runtime, if (TickInterval == 0) then DeltaTime returns as the length of a frame, but if (TickInterval > 0) DeltaTime returns as the length between when tick was disab ...

Interface with one or more BlueprintNativeEvent declarations will lead to a compile failure during packaging with Blueprint nativization enabled.

UE - Gameplay - Blueprint - Nov 14, 2017

In the UHT boilerplate that's generated for the FGUseableInterface type, there is a pure virtual declaration that's emitted for the BlueprintNativeEvent's required _Implementation() method: #define ...

When searching for the "Timespan / float" the Context Sensitive search returns "Timespan * float"

UE - Gameplay - Sep 13, 2019

When searching for the "Timespan / float" the Context Sensitive search returns "Timespan * float". Found in 4.22.3 CL#7053642 Reproduced in 4.23.0 CL#8386587, 4.24.0 Main CL#8671808 ...

Interfaces implemented and then removed from a parent BP still show a phantom reference from child BPs until they are recompiled and saved

UE - Gameplay - Blueprint Editor - Jul 15, 2020

See repro steps. The phantom references can be fixed by recompiling the child BP and saving it. Note that just loading ChildBP2 does not fix/remove the reference during compile-on-load, so it's a ...

Foot Placement Node does not account for Mesh and Actor Scale

UE - Anim - Runtime - Anim Blueprints - Jun 17, 2025

When scaling down the character in the Game Animation Sample to 0.1 (Actor Scale or Mesh Scale), the lower body becomes crouches, not taking into account the difference in pelvis and foot difference ...

Nodes to the right of an Abort Both node in a Behavior Tree appears to still receive a tick

UE - AI - BehaviorTree - Feb 6, 2023

This is a regression. Tested in //UE5/Release-5.0 CL20979098 Behavior Tree appears to tick nodes to the right of an aborted node that is set to abort Both. Those nodes are not executed, but visuall ...

Applied external forces to vehicles may be nullified by sleeping

UE - Simulation - Core - Jan 12, 2024

If Entering sleeping state and applying external force are same time, the external force is nullified and the vehicle stops immediately. p.Chaos.Solver.SleepEnabled 0 or __ setting SleepLinearVel ...