Print String on Event Tick not working as expected with Cinematic Camera Actor in Blueprint

UE - Anim - Sequencer - Sep 29, 2016

Print String does not persist when called on Event Tick within a Cinematic Camera Actor Blueprint. This could be problematic if users have a cinematic camera in their blueprints and using Event Tic ...

AI MoveTo Blueprint node will zero velocity on Pawn when called, causing a freeze if the Pawn is already moving

UE - AI - Oct 4, 2016

AI MoveTo Blueprint node will zero velocity, causing a stop when a new destination is set if the Pawn is currently moving. Regression: Yes Worked: 4.12.5 (CL 3039270) Broken: 4.13.1 (CL 3142249) F ...

Blocking Volume Not Displaying Properly in Player Collision Mode

Tools - Oct 17, 2016

The licensee has stated that convex mesh generation is failing in KAggregateGeom.cpp from the function KConvexElem::HullFromPlanes. Here is the code snippet they provided: if(!Polygon.Split(-FVecto ...

Vertex Painting changes collision complexity if the asset is saved while vertex painting

Tools - May 12, 2016

Vertex Painting changes collision complexity if the asset is saved while vertex painting. The collision change is set to "Use Complex Collision as Simple". If this is intended functionality there sh ...

Casade debug cone is drawn at the wrong rotation

UE - Niagara - Aug 21, 2019

The B 3DDraw Mode functionality draws at the wrong rotation for the Velocity Cone module. It seems to draw 90 degrees off. Tested in 4.21.2 (CL - 4753647), 4.22.3 (CL - 7053647), 4.23 P7 (CL - 8115 ...

Memory stomp in UTexture2DArray::SetPlatformData

UE - Texture - May 30, 2024

A crash from bad memory access can happen when clearing the textures in a Texture2DArray asset. This appears to be because the order of operations when deleting the platform data is: ``` if (Privat ...

r.AllowStaticLighting=False causes Rendering Issues

UE - Graphics Features - Sep 22, 2015

When setting a project to only use dynamic lighting with the console variable r.AllowStaticLighting=false, the rendering of a Skeletal Mesh in Persona is corrupted. r.AllowStaticLighting=False: in ...

[Mac][Metal] (Shadow) Rendering artifacts with 4.11 on Mac.

UE - Platform - Apple - Apr 12, 2016

The first problem noted in this Answerhub post: First one is that static shadows from stationary directional light are completely broken. Screenspace buffer that should contain static shadows is ju ...

EQS Query Not Detecting Different Floors

UE - AI - Jul 7, 2016

Running an EQS for something such as finding a random point on a grid will not generate results on multiple floors. See the attached screenshot for an example. Was unable to reproduce in 4.11.2 d ...

Engine Crash When Enabling Distance Field Global Illumination and Opening TM-LightingFeatures

UE - Graphics Features - Jan 11, 2017

I was able to open the level once and after a few seconds of being opened the editor crashed while compiling shaders and generating mesh distance fields. Since then I have not been able to open th ...