FRunnableThread Suspend doesn't work on android

UE - Foundation - Core - Aug 27, 2018

The FRunnableThread::Suspend() function call does not work Android devices Tested in 4.19.2 (CL - 4033788), 4.20.2 (CL - 4302132), 4.21 (CL - 4313833) ...

Getattachedactors does not return the proper value when called from the Constructor

UE - Gameplay - Nov 7, 2018

A user has reported that using GetAttachedActors in the Constructor does not work properly. If actors are attached in the editor, the function does not return the correct value when called in the Co ...

zorder of Webbrowser in Mobile device is not same as in the PC

UE - Platform - Mobile - Jul 23, 2018

Webbrowser in Mobile devices gets most higher zorder in UMG. This is, as I belive, expected since it is running in native functions. But to meet behaviors in PC, making it to follow given zorder see ...

ARCore - "Get Supported AR Video Formats" returns empty on Android

UE - Platform - XR - Dec 18, 2019

Get Supported AR Video Formats node only functions on iOS. (ARCore Library has similar 'Get ARCore Camera Config' node currently) Tested with iPad A1701 and Note 9 ...

VisionOS deferred renderer regression

UE - Platform - XR - Sep 11, 2024

Deferred desktop renderer does not function correctly on visionOS.  It did work in 5.4.  One problem is the r.XRMSAAMode setting forcing 4 samples even when not using msaa, but there are other probl ...

Live: Crash when opening a blueprint who's component was edited in VS

UE - Gameplay - Blueprint - Oct 31, 2014

Added functionality to a blueprint component through code and built the project in VS. After a hot reload, I saved the blueprint and closed the editor. Reopening the editor and the blueprint cause ...

Dangerous Casts in Editor Modes

Tools - Dec 15, 2015

User found that our editor mode functions don't do static casts, and thus you can cast to classes that don't share a common base class with the pointer class we're casting from, resulting in some na ...

Mac Safari HTML5 Launch On - Unresponsive WASD controls while in Full Screen

UE - Platform - Mobile - Sep 19, 2016

I was testing launch on test for mac and wanted to see if the full screen works properly as there were issues with that before. I discovered that after selecting full screen, I was not able to move ...

FInternetAddrBSDIPv6::SetIp doesn't handle all valid IPv6 formats

UE - Networking - Sep 29, 2016

Currently FInternetAddrBSDIPv6::SetIp(const CHAR* InAddr, bool& bIsValid) does not handle all valid formats of IPv6 addresses. Need to rework the function to be more robust, and properly handle all ...