AnimNotify Issue with LevelSequencer Actor with URO

UE - Anim - Runtime - Anim Blueprints - May 19, 2025

Sometimes AnimNotify does not fire when an animation is executed under the following conditions. 1. The CharacterMesh's AnimationMode uses UseAnimationAsset 2. CharacterMesh's URO is enabled (Enable ...

Updating a meshes UCX collision in an FBX will not reimport with the updated collision if it's been removed

UE - Editor - Content Pipeline - Import and Export - Jan 14, 2015

DESCRIPTION: When making a mesh with custom collision with the naming convention of UCX and exporting the FBX for use in UE4 the collision will import and update if any changes are made and reimport ...

Custom Profiles Don't Update Maps To Cook When One Is Deleted

Tools - Feb 10, 2020

If you delete a map while it is marked to be cooked in a custom profile, then run the custom profile the map won't be deleted from the profile .ulps. I wasn't able to launch using the new custom pr ...

GameInstance and subsystem initialization order is incorrect for Play In Editor

UE - Gameplay - May 18, 2023

The order of world and game instance initialization is different between a true standalone game (cooked game or an editor build with -game) and a Play In Editor game. Specifically, in Play in Editor ...

Extracting Sprites from Padded Non-Power of Two Textures are Offset

UE - Gameplay - Paper2D - Oct 12, 2015

Extracted Sprites are offset when importing a non-power of two sprite sheet, padding it to a power a two mode, and then using the extract function. You can see this offset clipping of the extracted ...

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 ...

Dependent modules, compiled from editor, link to wrong versions

UE - Platform - Linux - Aug 2, 2019

The project consists of 2 modules, "ReloadBug" and "DependentModule." DependentModule has a one-way dependency on ReloadBug, and ReloadBug is the primary game module. On module load, DependentModule ...

ARCore plugin missing 'tools' components

UE - Platform - XR - Jul 28, 2018

https://forums.unrealengine.com/development-discussion/vr-ar-development/1494917-ue-4-20p4-arcore-image-database-cannot-build/page2 Bo Pang from Google writes: "I think there are two issues here: 1 ...

Event Dispatcher not being called in 4.6

UE - Gameplay - Blueprint - Dec 8, 2014

ED nodes in 4.6 but are not being executed in standalone or cooked games. Also, users receive compile errors when the project is saved and reopened that resolve when the blueprint is recompiled. ...

Graphical Artifacts in Editor with Macs using Certain AMD Graphics Cards

UE - Graphics Features - Sep 17, 2015

Users are reporting black and splotchy like graphical issues in their projects when working on a Mac and using an AMD graphics card. The user in the link provided mentions, "that UE 4.8.3 is withou ...