Additive Animation does not work as intended when Ref Frame Index is more than zero

UE - Anim - Runtime - Dec 19, 2023

In some conditions, additive animation shows different/wrong behavior on Standalone Game and packaged game, from the other PIE. Watch the attached video. [Link Removed] The key points to reproduce ...

Buffer Visualization Modes Are Inaccurate

UE - Graphics Features - Apr 19, 2018

In 4.18, Buffer Visualization Modes appear very similar to their representation in Buffer Overview. In 4.19 and Main (CL 4008322) the results are very blown out. Similar issue reported in [Link Remo ...

Show Flags are changed to the state that they were set on editor startup when switching to a different level

UE - Graphics Features - Jun 15, 2018

Show Flags are changed to the state that they were set on editor startup when switching to a different level It appears that the state of Show Flags are stored in the editor on shut down, this is c ...

Disabling collision of an actor after an overlap event will cause the event to fire twice

UE - Gameplay - Sep 3, 2015

Disabling collision of an actor after an overlap event will cause the event to fire twice This is working properly in 4.10-2674146 User Description: Calling on "Set Actor EnableCollision" or "Set ...

Imported Maya animation seems to be 1-frame off in Unreal

OLD - Anim - Apr 5, 2016

A licensee reported this issue on UDN. They are seeing a discrepancy with animations imported from Maya. In this case, they appear to be off by 1-frame. We've talked about this on Slack and I know ...

SetCollisionProfileName and SetCollisionEnabled aren't working in Construction Script

UE - Simulation - Physics - Dec 5, 2019

This is a regression from 4.22.3 (CL-7053642) where this setup executed as expected. Toggling Collision Profiles in 4.23.1 (CL-9631420) and onward do not affect the Static Mesh and it acts as if it ...

Major performance drop with instanced meshes since PhysX 3.4 upgrade

UE - Simulation - Physics - Mar 15, 2017

Major performance drop with instanced meshes since PhysX 3.4 upgrade Regression: YES Worked: 3172292 (4.13.2) Broken: 3249277 (4.14.3) For me, my results were: 4.8 through 4.13 No Collision - ...

Client Characters that slide past the Server Character while on top of a Movable Actor can become de-synchronized from their Server counterpart

UE - Networking - Sep 9, 2015

Client Characters that slide past the Server Character while on top of a Movable Actor can become de-synchronized from their Server counterpart. Does not occur on top of Static Actors. Hard to expl ...

Traces to Spawned Destructible Mesh Actors returning inconsistent results

UE - Simulation - Physics - Destruction - Jun 18, 2015

When spawning an Actor containing a Destructible Mesh and immediately doing a sphere trace to that actor, upon repeated spawns you will get False results for some time then True results for a while ...

Advanced Vechicle Template throws warning about no default skeleton when opening the physics asset

Docs - Samples - Dec 3, 2014

DESCRIPTION: If you try to open the physics asset for the Advanced Vehicle template will throw a warning that the physics asset has no default skeleton and that it will be replaced with the default ...