GetRefBonePose doesn't return the correct location if the mesh has been switched to another mesh of the same skeleton

OLD - Anim - Sep 10, 2015

When using GetRefBonePose() on a USkeletalMesh's RefSkeleton, the given location is incorrect if the SkeletalMesh has been changed from one to another where both meshes share the same skeleton. Als ...

Packaging a project to HTML5 and opening the project disables mouse over events

UE - Platform - Mobile - Dec 24, 2015

Packaging a game to HTML5 disables the mouse and mouse over events on local host, which prevents any mouse functionality from working in a packaged project. ...

When welding a procedural mesh component to a non-physics simulated static mesh that overlap they collide continuously

UE - Simulation - Physics - Jul 18, 2019

When attaching a Procedural Mesh Component with a copied static mesh to a static mesh component the two meshes collide and "push" each other (go flying on play). Weld is to be used for simulated ph ...

Blurry textures on BSP geometry when a very small static mesh using the same texture is in the same scene (standalone game)

UE - Graphics Features - Mar 9, 2020

The texture streamer does not appear to take into consideration the size on screen of any BSP brushes, only static meshes. When a large brush, and a very small static mesh, both using the same textu ...

Projects are failing when Content/Pak folders are added outside of the saved folder

UE - Platform - Mobile - Oct 13, 2016

When the Content/Pak file is outside of the Saved Folder, it'll crash with an internationalization error. But when the Content/Pak file is inside of the Saved folder, there is not a crash. ...

GPU Particle Collision causes shaking when set to bounce with low resilience.

UE - Niagara - Jul 27, 2016

A particle emitter with GPU sprites on certain settings will shake violently as they collide with the ground. This requires there to be a strong Const Acceleration module and Collision with low resi ...

BP - Editing defaults on a nested subobject of a component inherited from a native parent class won't preserve those defaults when the BP is instanced.

UE - Gameplay - Components - Jan 19, 2017

I think the issue is that in GetInstancedSubobject() (CoreNative.cpp), the following bit of code is not considering that the instanced subobject might be outered to another instanced subobject withi ...

AI Pawn Sensing component cannot see and hear at the same time

UE - AI - Mar 12, 2015

Hear events are never fired while See events are fired. They are mutually exclusive, with See events taking priority if both happen. ...

Cascade pooled emitters are not reclaimed on disabled LODs

UE - Niagara - Aug 30, 2019

Pooled memory will not be reclaimed from emitters with disabled LODs if Disabled LODs Keep Emitter Alive is checked. ...

Black flickering on Mesh particles when the Renderer is set to a non-default Facing Mode or using Orient Mesh to Vector and when using Particle Position in the Material's WPO

UE - Niagara - Jul 23, 2020

Black flickering on Mesh particles when set to a non-default Facing Mode or using Orient Mesh to Vector and when using Particle Position in the Material's World Position Offset ...