Snap To Grid doesn't function in the Static Mesh Editor's Perspective View when moving Sockets

Tools - Jun 29, 2018

When moving Sockets around in Orthographic View with Snap to Grid enabled, Sockets snap to the Position Grid Snap value when moved along the Grid. In Perspective View this is not the case and moving ...

NavLink component does not account for the cost of the path set by AreaClass

UE - AI - Sep 6, 2018

In the test case, the NavLink component has a navigation cost of 1000000000. When the AI navigates to the NavLink the printed cost is only 2677. It is believed that the AreaClass isn't being taken i ...

Component names do not increment correctly when duplicating a component whose name ends with a number

UE - Gameplay - Components - Apr 10, 2019

REGRESSION: Yes, this does not occur in 4.21. This also occurred before CL 58120777, which fixed [Link Removed] Duplicating or Copy/Pasting a component whose name ends in a number does not increme ...

Input consumed by a widget's action binding can be skipped if using key modifiers

UE - Gameplay - Input - Oct 29, 2021

The following code in UPlayerInput::GetChordsForKeyMapping is at fault for this:  !(KeyMapping.bAlt || KeyMapping.bCtrl || KeyMapping.bShift || KeyMapping.bCmd || ActionBinding.KeyEvent == EInputEv ...

Raw Input plugin fails to process some negative values

UE - Gameplay - Input - Aug 22, 2023

Came from a UDN: [Link Removed] Proposed fix is to change `FRawInputWindows::ParseInputData` to use this logic instead: ``` ... USHORT BitSize = ValueCapsBuffer[iValue].BitSize; LONG SizeMask ...

Visibility of World Outliner doesn't affect skylight

UE - Graphics Features - Nov 27, 2018

Visibility of World Outliner doesn't affect skylight. But it affects other kinds of lights like Point Light, Directional Light. I found that USkyLightComponent::CreateRenderState_Concurrent() doesn ...

Details panel for Actor Component is blank in any Blueprint that derives from a code class using that Actor Component after the Actor Component's class name is changed

UE - Gameplay - Blueprint - Dec 20, 2018

Changing the name of an Actor Component code class in a project results in any existing Blueprints that derive from code classes that use that Actor Component to not display the Actor Component's pr ...

Param usage bug when using switch params

UE - Rendering Architecture - Materials - Mar 28, 2022

From the ticket: In a material instance using the attached master material if A is TRUE and B is FALSE I expect to be able to configure param C in the UI. However param C is shown only when Useswi ...

Wrong normal map compression settings when importing USD file

UE - Editor - Content Pipeline - USD - Apr 22, 2022

Customer Comments: this is just a workflow issue where you need to set the compression settings to normal or tick the sRGB checkbox to fix the shading issue Regression testing done in //UE4/Rele ...

BP - Invalid component variable reference 'Access None' spam in a dedicated server build if the component class returns 'false' for NeedsLoadForServer().

UE - Gameplay - Components - May 10, 2016

If a component class returns 'false' for NeedsLoadForServer(), then variables will not be included in the class in a cooked/packaged dedicated server build, and thus any variable references in scrip ...