Using "Play Animation" node, if current animation has a looping timed particle it will continue playing

OLD - Anim - Jun 24, 2016

Calling "Play Animation", if current animation has a looping timed particle it will continue playing ...

FOV only Camera anim is not working as intended.

UE - Gameplay - Feb 6, 2018

FOV-track-only camera anim do not give effect to current camera. if the anim have transform track without any key, the anim works. Regression? yes. This is not reproduced in 4.13.2 launcher version ...

ForEachLoop does not save structure changes in the loop body

UE - Gameplay - Blueprint - Feb 2, 2015

If a ForEachLoop node is used to cycle through an Array of Structures, using the Array Element output of the Loop node to set the members of the structure does not save the changed values. Workarou ...

Editing InlineEditConditionToggle variable value causes editor to crash

Tools - Oct 7, 2016

Editing property with InlineEditConditionToggle meta specifier causes the editor to crash. Workaround: Calling Super::PostEditChangeProperty after property changing code prevents crash from occurri ...

Adding new elements to an array in code does not update in a class based blueprint on compile

UE - Gameplay - Blueprint - May 5, 2015

When adding elements to an array inside a code class, blueprint instances of the class do not have their array updated after a hot reload. ...

AR Core - Apps with Candidate image result in black screen on first launch

UE - Platform - XR - Jan 20, 2020

On first launch of an AR app with Android the camera passthrough will render black. This also happens if an app is minimized and re-opened. This will not repro if there is no candidate image assign ...

Mobile MSAA breaks Modulated Shadows on OpenGL ES 2

UE - Platform - Mobile - Apr 2, 2018

UPDATED DESCRIPTION When enabling Cast Modulated Shadows on a Directional Light and using Mobile MSAA on Android OpenGL ES 2, shadows from the Directional Light do not render when dynamic objects ar ...

Scene Capture 2D will default back to View 0

UE - Graphics Features - Oct 8, 2015

The scene capture will revert back to the Character BP that is placed in the level when player 2 is not moving. When they are moving the scene captuer will show correctly. You can get around this ...

Calling DiscardPlayerInput() does not appear to actually discard the player's input

UE - Gameplay - Jun 19, 2018

Calling DiscardPlayerInput() does not appear to actually discard the player input. The comment for the function indicates that input will be consumed and discarded without doing anything with it. Ho ...