Set end frame has incorrect bounds type

UE - Anim - Sequencer - Mar 31, 2020

When calling Set End Frame the TRangeBound type defaults to inclusive causing the range to go from [0, 50) to [0, 50]. This causes the section to last for one frame longer than it should. ...

When asynchronously loading levels using the "Async Load Primary Asset" node, the dirty flag of the loaded level becomes Enable

UE - Gameplay - Jul 26, 2018

Asynchronously loading a level that has one or more Actors using the "Async Load Primary Asset" node will enable dirty grug for that level asset. The cause is a modified code(CL-3764602) for the [L ...

Asset Manager settings that worked in 4.26 now have extra invisible broken types

UE - Foundation - Data Pipeline - Cooker - Sep 23, 2021

For 4.27/5.0 (as part of [Link Removed]) we changed the asset manager's settings to be a key-indexed config array which gives more safety with removing entries via the UI. However, this actually bro ...

Unable to Import Sockets and LODs together for Static Meshes

Tools - Nov 6, 2015

When importing a Static Mesh into UE4 that is using the SOCKET_ naming, and is part of a Level of Detail set, the socket is discarded. If the Level of Detail set is removed from the Static Mesh, t ...

BinaryConfig cannot be created in packaging if there is a space in the file path name.

UE - Foundation - Cpp Tools - Automation Tool - Jun 13, 2022

Error log is output when including spaces when packaging binary configurations. The following log contains the string "Test Test" with spaces in the file path. ERROR: Failed to copy D:\Projects\Te ...

SpringArmComponent with "Use Camera Lag Substepping" does not handle fluctuating frame rates correctly

UE - Gameplay - Jun 4, 2024

The description of SpringArmComponent's "Use Camera Lag Substepping" option says "sub-step camera damping so that it handles fluctuating frame rates well". However, as noted and explained by a licen ...

OnComponentActivated/Deactivated Event (ParticleSystem) doesn't function

UE - Gameplay - Aug 25, 2016

On component activated (Particle system) doesn't trigger correctly it does however work for the character movement component and the mesh component. If you select the print as a break point the eng ...

If remove the muted side from the two child tracks in sequencer, the remaining tracks will be muted forever

UE - Anim - Sequencer - Feb 4, 2022

The cause was that the information remained in Rows Disabled of Track even though it returned to one Track by the delete operation from the state where there was a child Track of multiple rows. As ...

Spatialized audio does not work in ActorSequence components or play in Sequencer Editor

UE - Anim - Sequencer - Aug 8, 2019

A sequence made from a sequence actor component doesn't play audio in editor or in PIE when the child of another actor or track. This was reported and tested in 4.22.3 (CL-7053642). This was reprod ...

[CrashReport] UE4Editor_UnrealEd!UEditorEngine::CheckForWorldGCLeaks()

UE - Foundation - Core - UObject - Jun 29, 2017

This is a common crash occurring for users in 4.16. It is spread out among around 60 different CrashGroups in CrashReporter, because every case has a slightly different callstack. This appears to ...