APlayerController::IsPlayerMuted no longer supported on clients

UE - Online - Nov 9, 2022

Recent changes to the player controller's mute functions have resulted in the MuteList not being updated on clients, and instead APlayerController::ClientMutePlayer now just directly calls MuteRemot ...

Dumping of world partitioned HLOD stats fails in commandlet

UE - World Creation - Worldbuilding Tools - HLOD - Jan 27, 2025

Dumping of world partitioned HLOD stats in commandlets no longer works since updating to Unreal 5.5. The cause seems to be that the functionality has been moved from UWorldPartitionHLODRuntimeSubsys ...

Splitting a struct in an Anim Blueprint does not work

OLD - Anim - Mar 23, 2015

In an Anim BP, splitting the transform structs of a Transform (Modify) Bone node causes the node to be come non functional. Transform components must be combined in order for the node to work. EX ...

Node pins should always align (to facilitate straight wire connections)

UE - Gameplay - Blueprint - Mar 20, 2015

Different node types are sized differently (nodes like: var getters/setters, function nodes, compact nodes, etc.). Pins should always be set at specific alignment intervals (from the node's top lef ...

'Is Case Sensitive' option on the Switch on String node doesn't toggle correctly

UE - Gameplay - Apr 22, 2015

'Is Case Sensitive' option on the Switch on String node doesn't toggle correctly. User Description: The "Is Case Sensitive" option when you use a switch on string function in blueprint doesn't wor ...

Exiting VR Edit mode from simulating causes viewport mismatch

UE - Editor - Workflow Systems - Mar 5, 2016

9/19 VREditor sync notes: Should grey out the editor button while you're simulating ----------------------------------------- I noticed you can fix this issue by reseting the viewport by pressing t ...

Static Mesh Editor and Persona viewport are very dark

UE - Gameplay - Jul 29, 2016

The default viewport look for Persona and Static Mesh Editor is very dark, and the preview mesh is barely visible. It seems like the Directional Lighting settings aren't doing anything. Maybe it w ...

UObjectLibary::RemoveObject removes from the wrong array

UE - Gameplay - Jan 26, 2017

The UObjectLibrary::RemoveObject function has mixed up logic inside of it that causes it to remove objects from the incorrect array. It currently removes from the Objects array if bUseWeakReferences ...

Is Fullscreen Mode Dirty always returns true for Windowed Fullscreen

Tools - Feb 27, 2017

Is FullscreenMode Dirty is meant to track if the Fullscreen mode has changed from what it is currently set to. This does not function correctly for Windowed Fullscreen and always prints true even if ...

Crash in MobilePatchingLibrary OnInstallComplete when install fails

UE - Platform - Mobile - Jul 11, 2017

Crash in MobilePacthingLibrary.cpp in the function static void OnInstallComplete FText ErrorText = MobilePendingContent->Installer->GetErrorText(); It looks like MobilePendingConte ...