When it is greater than a Character Capsule's radius, SphereTraceByChannel is set to the origin location

UE - Simulation - Physics - Dec 6, 2017

When SphereTraceByChannel has a radius greater than the Character CapsuleComponent it causes the SphereTraceByChannel hitbox to register to the Character's origin point instead of the static mesh it ...

Shadows flicker when Forward Rendering is enabled alongside Lumen

UE - Graphics Features - May 26, 2021

When enabling Forward Shading in a project while using the Lumen Global Illumination system, the shadows in the viewport begin to flicker and occassionally entire meshes may appear black. The lighti ...

Waking both of a constraint's rigidbodies re-enables collisions between constrained actors that were disabled by a Physics Constraint Actor

UE - Simulation - Physics - Solver - Apr 12, 2022

Waking both of a constraint's rigidbodies re-enables collisions that were disabled by the physics constraint You can also get this issue to occur by either shooting the two cubes around a bit, or by ...

Unnatural de-overlap occurs when moving inside a mesh-type collision located far from the origin

UE - Simulation - Physics - Jan 8, 2025

The problem appears to occur when the distance from an edge is mixed with positive and negative values in VectorEPA function. The following workaround is suggested that uses absolute values of dista ...

[CrashReport] UE4Editor_UnrealEd!SaveWorld() [filehelpers.cpp:359]

Tools - Aug 31, 2016

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Assertion failed: !bIsReentrant [L ...

A Blueprint containing a child actor component containing another Blueprint that derives from NavLinkProxy does not provide a nav path when a project is opened until paths are rebuilt

UE - AI - Jun 1, 2015

If a Blueprint is derived from NavLinkProxy, and then that Blueprint is added to another Blueprint as a ChildActorComponent, the second Blueprint's Smart Link functionality will not work when the pr ...

Particle SubUV Expression Does Not Use Texture Input

UE - Niagara - Oct 31, 2017

Particle SubUV expression does not use texture input. Per User: ParticleSubUV function in Material Editor do not take Texture from Tex node. Since int32 UMaterialExpressionParticleSubUV::Compile( ...

Motion Controller meshes do not track with Motion Controller position within VRMode

UE - Platform - XR - Feb 8, 2019

This is a regression from release 4.21.2 Motion controller meshes are present in the level, they just aren't tracking alongside the motion controls. Motion controls still function as intended othe ...

GeometryCaches don't implement CreateHitProxies to create a unique hitproxy per section/material

UE - Editor - Content Pipeline - Datasmith - Sep 3, 2021

This causes the ObjectId pass in MRQ to fail to distinguish between materials in the resulting Cryptomatte file. It looks like FGeometryCacheSceneProxy doesn't implement CreateHitProxies so it's f ...

[AI] GameplayDebugger can be enabled by key press when a Slate widget is focused.

UE - Editor - UI Systems - Oct 12, 2021

Found by licensee. After debugging, it appears that the Slate input is consuming the KeyDown event which adds the apostrophe, but it passes the KeyUp event back to Player input. The gameplay debugge ...