Timer significantly lowers FPS as compared to tick running the same function

UE - Gameplay - May 1, 2015

Timers set to a low time setting, but that are not set lower than tick, have a significant impact on FPS as compared to tick when updated a large number of objects at the same time. ...

Character BP yaw rotates at different speeds when played in Standalone vs. Selected Viewport

UE - Gameplay - Mar 12, 2015

When you have a character in a level and if you setup the blueprint of the character as shown below, the rotation of the character will differ when played Standalone vs Selected Viewport. Photo of ...

Set Actor Location and Teleport from a Character when touching an Actor simulating physics will launch the Actor

UE - Gameplay - Jul 23, 2015

Set Actor Location and Teleport from a Character when touching an Actor simulating physics will launch the Actor. User supplied a video demonstrating the problem: [Link Removed] Test project in Pa ...

ForEach 'Enum' node returns incorrect enum values

UE - Gameplay - Blueprint - Aug 21, 2015

ForEach 'Enum' node returns incorrect enum values User Description: The For Each loop and Byte To Enum function return weird things. The same outputs happen with the Byte To Enum, depending on wh ...

Zooming with mouse wheel causes camera to jerk if zooming while the camera sets in a function

UE - Gameplay - Blueprint - Jul 31, 2015

If a collapsed or new function is opened and the mouse wheel scrolled to zoom the viewport camera in or out while setting in the new function, it will continuously jerk back to the original position ...

Manually importing LODs are rotated 90 degrees when using Transform Vertex to Absolute

Tools - May 26, 2016

When importing a Static Mesh if you use the default settings and then manually import any LODs for that static mesh they will be rotated by 90 degrees. I found that disabling Transform Vertex to A ...

Category for BTTask_BuleprintBase does not appear after reopening a project

UE - AI - Feb 9, 2017

Category for a task blueprint(BTTask_BuleprintBase) does not appear in behavior tree's context menu after reopening a project, if the task is not placed in the behavior tree. User needs to open the ...

Preprocessor checks for VS 2017 version of MSC do not look for the latest version of MSC

UE - Foundation - Core - May 8, 2018

There are some pre-processor checks in the Engine code that look for the version of MSC that was introduced with Visual Studio 2017 (eg. #if _MSC_VER == 1900). However, this does not take into consi ...

"For Each" Node doesn't show up in UMG Graph until an Actor BP is loaded

UE - Gameplay - Blueprint Editor - Apr 18, 2022

[Link Removed] ...

GI not coming in with lighting build data when lighting built outside of main scene

UE - Graphics Features - Mar 27, 2024

Volumetric Lightmaps are not shared between Persistent maps that have the same sublevels. Also observed in Release-5.4, CL 32500436 ...