Crash in GetScreenRect on OPPO and Vivo devices

UE - Platform - Mobile - Jul 11, 2017

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 ...

Child actors cannot be recognized as children of parent actor within parent blueprint

UE - Gameplay - Blueprint - Jul 16, 2015

Parent blueprints do not recognize child class actors as the same type as the initial parent blueprint. This makes it difficult to create a master blueprint for spawning/ai control/etc. ...

Creating a 64K texture triggers an out of memory crash

RAD - Oodle - Sep 21, 2020

When building very large textures (such as virtual textures) we allocate very large intermediate buffers for compression at full 4 channel float precision. For a 64K texture this can be 64GB in siz ...

Nvidia dedicated graphics card causes menus in the editor to duplicate

Tools - Jun 17, 2015

When using a laptop with an added in graphics card that's Nvidia, the menus in the editor duplicate. However, if you force the editor to use the integrated graphics card, it does not occur. From th ...

The Top Down template TopDownController has Block Input enabled by default

Docs - Samples - May 19, 2015

The Top Down template TopDownController has Block Input enabled by default. This is potentially confusing for new users not aware of this difference. Note that due to [Link Removed], testing this r ...

Project Crashes on UAIPerceptionComponent::RegisterStimulus()

UE - AI - Apr 26, 2016

Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 785] Array index out of bounds: 2 from an array of size 2 Source Context: 363 return OwnerController->GetPawn(); ...

Clicking the [Absolute] bottom of Buttons in Toolbar does not Function

Tools - Sep 9, 2015

Hovering over the absolute bottom of buttons in the toolbar, particularly in Blueprints, results in the button being highlighted, but not accessable. The area seems to be 1 or 2 pixels from the bot ...

Duplicating an actor that calls a custom event from another actor receives compile error

UE - Gameplay - Blueprint - Jun 23, 2015

Duplicating an actor that calls a custom event from another actor receives compile error until the node is removed and replaced. ...

Opening Gameplay Debugger while in PIE removes print string output from screen in subsequent PIE modes

UE - AI - Apr 23, 2015

If a user opens gameplay debugger ( ' pressed while in PIE), all print string outputs to screen disappear, and will no longer appear during any PIE session until editor is closed and re-opened. Wo ...