Child Actor Component Actor Duplicates and Persists After Play

UE - Gameplay - Sep 26, 2019

When an actor spawns another actor using AddChildActorComponent that comes alphabetically before it based on blueprint name it will spawn an extra actor that will persist when the scene is stopped d ...

Emissive Materials Change Colors Unexpectedly With Increased Values

UE - Graphics Features - Jan 24, 2017

When multiplying vector 3 (R,G,B) values by a scalar value of increasing quantity the emissive output will begin to change colors. The most unexpected is the blue color that will turn purple while t ...

The Merge Actors Tool doesn't account for rotated collision shapes when doing non-uniform scaling

UE - Gameplay - Aug 30, 2016

Collision shapes for merged actors using the Merge Actor tool do not account for the rotation of the actor when combining the data. It looks like the X and Y collision shape rotation in the world ...

Vulkan with Forward Shading & MSAA Crashes

UE - Graphics Features - Dec 23, 2019

Projects crash when the following Project Settings are set: • Vulkan is enabled • Vulkan is the Default RHI • Forward Shading is enabled • AntiAliasing Method is set to MSAA The different engine ve ...

Default values specified for local BP variables of type DateTime and Timespan don't actually work

UE - Gameplay - Blueprint Runtime - Nov 6, 2020

Have attached examples of this in action, including breakpoints showing the FDateTime::Ticks count as zero. Also showed that this is an issue for the existing GetYear/GetMonth/GetDay methods (and an ...

Skeletal Meshes have physics collisions lag

UE - Simulation - Physics - Oct 2, 2019

Skeletal mesh's physics collision lag behind the actual mesh. It didn't matter if there was just a root bone or multiple bones/constraints. This doesn't happen when using static meshes. The effect ...

VR Trackpad Axis Values 0

UE - Platform - XR - Dec 16, 2019

Trackpad Values return 0 Additionally: I also observed that the Go's trigger is registering as Trigger MotionController (R) Facebutton 1  and that previously there were MotionController (R) Thumb ...

Forward Rendering shading flicker on some assets set to Static

UE - Graphics Features - Jan 18, 2017

When forward shading is enabled some assets will have a shadow flicker along their face geometry. It has a similar look of z-fighting with polygon faces. This issue does not happen in Deferred rende ...

Volumetric Translucent Shadows will only work if you select the mesh, doesn't show up in game

UE - Graphics Features - Aug 18, 2015

When using Volumetric Translucent Shadows for static meshes the shadows will only work if the mesh is selected. When the mesh is deselected it will not render. This worked in 4.8.3, but is broken ...

'Get Distance Along Spline At Spline Point' Causes Crash

Tools - Jul 28, 2018

User reports that the reason for the crash is that because UpdateSpline is false on the AddSplinePointAtIndex blueprint node, this line is never called [ReparamTable.Points.Reset(NumSegments * Repar ...