Nested components do not appear in proper order in viewport instances

UE - Gameplay - Blueprint - Nov 22, 2017

When an actor contains a nested component (components declared inside another component class), the hierarchy for the actor blueprint does not match the hierarchy of a placed instance of the actor ...

Compatible skeletons not visible when "Show Only Compatible Skeletons" is Selected in Retarget Window

OLD - Anim - Aug 19, 2015

When you right click on a Skeleton and select "Retarget to another Skeleton," in the subsequent "Select Skeleton" pop up Window, compatible skeletons are not visible when "Show Only Compatible Skele ...

Cannot run any packaged project if "Force all skinned meshes to recompute tangents" has been enabled in an unrelated project

UE - Foundation - Core - Apr 20, 2018

Enabling the "Force all skinned meshes to recompute tangents" sets the value at a Windows user level so that it affects all UE4 projects opened by that user, including unrelated packaged projects. T ...

TakeRecorder cannot record Auto Activate and Destroy of Niagara effect

UE - Niagara - Apr 1, 2024

When Niagara FX of a recording actor is spawned during taking a record, that FX behavior must be recorded and able to be playbacked. However, Niagara Component Auto Activation by BP node is not reco ...

Vehicle wheels ignore collision settings of vehicle in vehicle template

UE - Simulation - Physics - Nov 25, 2015

In the vehicle template, vehicle wheels ignore collision settings of the vehicle when they are set to custom and altered. ...

Unreal Header Tool can sometimes fail if an Engine plugin is Enabled By Default and has the "Program" Module Type set

UE - Foundation - Core - Feb 15, 2018

An Engine plugin with the Program module type and EnabledByDefault set to true can cause the Engine to fail to build successfully due to UHT failing. I was only able to reproduce this behavior using ...

Clients Joining a session destroy and recreate all actors in the level upon joining

UE - Networking - Apr 28, 2015

When a new client joins a server all of the actors will be replaced with new copies of themselves. This will cause things like the construction script and event begin play nodes to fire off every ti ...

Collision of child actor doesn't rotate if the parent is simulating physics

UE - Simulation - Physics - Aug 11, 2015

Collision of child actor doesn't rotate if the parent is simulating physics. This was an old bug that an AnswerHub user reported back in 4.9 but now a licensee is reporting this same behavior in 4.1 ...

Animating blueprint mesh duplicates uncontrollably

UE - Gameplay - Components - Apr 15, 2015

When animating within a blueprint of a subclass created in c++, the animating mesh replicates itself uncontrollably. Added to .h: UPROPERTY() UBoxComponent* BoxComp; UPROPERTY() USkeletalMeshCompo ...

Error Saving Project When Adding an "InstancedStaticMeshComponent" to A Static Mesh Actor Blueprint

UE - Gameplay - Blueprint - Mar 8, 2016

When trying to Save a Project after Adding an "InstancedStaticMeshComponent" to A Static Mesh Actor Blueprint, user experiences an Error Message: “…Graph is linked to private object(s) in an extern ...