Moveable/Stationary Point Lights do not render in Orthographic View

UE - Graphics Features - Aug 25, 2016

When using an orthographic camera all point lights set to movable or stationary stop rendering while playing in the editor. This is also broken in standalone game. Note I've attached the project f ...

Delay nodes used in a macro cause subsequent macro calls during the delay to never complete

UE - Gameplay - Blueprint - Sep 6, 2016

Calling a macro that has a delay node again before the original call's delay could finish will cause the second call to be ignored when reaching the delay node. This did not occur in 4.12.5 and is n ...

Unable to click on Building blocks in Strategy Game HTML5

UE - Platform - Mobile - Nov 8, 2016

Other button clicks works on the game. I am able to move the camera, click on the mini map, collect gold, and pause the game. For some reason I cannot click on the building blocks. Cannot check on ...

Crash attempting to drive a Pawn with no torque

UE - Simulation - Physics - Oct 24, 2016

Crash occurs when the user attempts to drive a non-Vehicle pawn (using a Vehicle Wheel Movement component) with the Torque Curve flattened to 0. I was not able to reproduce this crash when I tried ...

Expose 'WorldUp' direction for CableComponents

UE - Gameplay - Oct 13, 2015

When the Cable component is set to specific rotations it will no longer render the cable actor that is attached to a mesh. Image is attached with multiple setups. Workaround to get it to render: ...

DataAssets with a field called "Name" can cause multiple Name columns to appear in the content browser

UE - Editor - Content Pipeline - Content Browser - Jul 18, 2017

A DataAsset with a FText property called "Name" will confuse the content browser, causing it to create a new column each time the folder containing the DataAsset is entered. This appears to be a cor ...

AssetManager does not correctly call delegates if bShouldUseSynchronousLoad is true

UE - Gameplay - Oct 3, 2018

There's a bug in UAssetManager::LoadAssetList where the passed in DelegateToCall is not being called in the bShouldUseSynchronousLoad case. This can cause gameplay logic to fail when that bool is tr ...

Copy+Paste with custom widget seems to "break link" with default values

UE - Editor - UI Systems - Nov 8, 2018

It should be noted that this issue does not occur if you were to create a new "test widget" (by dragging it from the widget list) every time instead of copying and pasting an existing widget. The i ...

A SoftPathObject as an input parameter referenced by a Blueprint Node didn't cook out

UE - Gameplay - Blueprint Compiler - Jul 27, 2019

The input paramter is a type of UEdGraphPin.  The PinType.PinCategory can be softobject or softclass, and the reference path is saved in a paramter named DefaultValue of UEdGraphPin.The DefaultValue ...

FMatrix::ErrorEnsure(const TCHAR* Message) doesn't output TCHAR parameter

UE - Foundation - Core - Oct 30, 2019

FMatrix::ErrorEnsure(const TCHAR* Message) doesn't output the message passed to it.  Found in 4.23 CL#9631420 Reproduced in 4.22.3 CL#7053642, 4.24.0 CL#9892386, 4.25 Main CL#9892271 ...