Setting World to Meters in the World Settings to a large number will cause the console to show incorrectly in VR

UE - Platform - XR - Jan 4, 2016

If the User changes the "World to Meters" setting in the World Settings this will cause the console to appear offset when brought up in VR. Note: the number used was 3600 ...

Using TInlineAllocator with a large number in TArray that is in an AActor class will cause child Blueprint class to call an assert while parent class will not

UE - Foundation - Core - Jul 22, 2016

If a TArray has a TInlineAllocator with a large number and the class is used with a child Blueprint, the editor will throw an assert. If the base C++ Class is used instead of the Blueprint, the asse ...

FCollisionProfileNameCustomization doesn't support Multiple Values

UE - Editor - Verse Class Editor - Aug 16, 2023

The class FcollisionProfileNameCustomization customizes the property editor for the class FcollisionProfileName. However, it does not handle the case where multiple assets/actors are being edited si ...

UAssetImportTask::bReplaceExisting is not supported with interchange

zComponent - Archive - Aug 25, 2023

Add this code to a function you call from a blue utility widget or any other way to start the import with this code.TArray<UAssetImportTask*> ImportTasks; for (int32 i = 0; i < cFC.Files.Num(); i++) ...

Event dispatchers show replication settings but don't support replication

UE - Framework - Blueprint Editor - Mar 18, 2022

We should ideally hide the setting, but at the very least we can make it a warning if you check it indicating it's not gonna do anything. [Link Removed] ...

Number of Frames in Animation Change on Import When the Frame Rate is Set to 30 or 60 in Maya

Tools - Feb 12, 2018

-When imported into 4.17.2 the 30fps animation had 42 frames. In any engine version after the animation has 17 frames -The 60 FPS animation only has 7 frames in all engine version ...

Navmesh drawing is not visible during Simulate or PIE unless Supported Agents includes the first agent

UE - AI - Navigation - Jan 29, 2020

In Simulate or PIE it is not possible to see any Navmesh Volumes past the 1st in a multi-navmesh setup. Any Nav Volumes after the 1st need to have the 1st one enabled for them to be drawn in the Lev ...

Unable to import animation data from fbx with bone names starting with a number

UE - ACT Character - Control Rig - Jul 31, 2023

When importing animations with numeric names from fbx in UE5.2 or later, the AnimationSequence asset is created but the animation data is not imported. The workaround is to not prefix bones with num ...

Maximum number of State Machine connections?

OLD - Anim - Mar 16, 2015

Adding more than 8 connections to or from a state in the state machine results in unpredictable behavior, like causing an animation to fail. (See image.) Was able to reproduce with user's test file ...

UHT doesn't support trailing const in some declarations

UE - Foundation - Cpp Tools - UnrealHeaderTool - Sep 17, 2018

UnrealHeaderTool cannot parse certain declarations with a trailing `const` instead of a leading `const`. ...