Physics Constraint Actor Won't Disable Collision Between Two Actors That Are Already Colliding

UE - Simulation - Physics - Feb 17, 2020

Meshes that are colliding that are set as constraint actors don't follow the Physics Constraint Actors "Disable Collision" parameter if they are colliding prior to being set as constrained actors. ...

Unnecessary reference remains in material instance when using StaticSwitch in material

UE - Graphics Features - Aug 7, 2019

1.Create a material that switches textures using StaticSwitch. 2.Create a material instance and toggle the switch to overwrite the texture. 3.Then return the static switch settings to their defaul ...

ImageSize in Image widget is not set when setting a texture as a brush

UE - Editor - UI Systems - UMG - Aug 1, 2023

Since FDeprecateSlateVector2D has been implemented in 5.2, the following function calls will always fail. Therefore, the ImageSize is not updated. This problem does not occur in 5.1.   void SBrus ...

IsSpatiallyLoaded = false set in actor blueprint is not respected in standalone game

UE - World Creation - Worldbuilding Tools - World Partition - Jul 1, 2024

In past compatibility detection in FWorldPartitionClassDescRegistry::PrefetchClassDescs, as AssetRegistry.TryGetAssetPackageData returns UE::AssetRegistry::EExists::Unknown in standalone games, so t ...

Crash when destroying two components in a specific order in this user's project

UE - Gameplay - Blueprint - Oct 6, 2015

Crash when destroying two components in a specific order in this user's project. The crash occurs under two circumstances inside the LogActor Blueprint: either DestroyLogPart is called for both Te ...

Sidescroller Character Gets Stuck on Platform Edges When Moving on Tick

UE - Gameplay - Player Movement - Nov 2, 2015

When converting the character movement in the sidescroller template to occur on Tick instead of key press, the character will begin to run, and then get slightly hung up on the edge of the platform ...

Directional light triggers 'too many overlapping lights' error in forward shading

UE - Graphics Features - Sep 24, 2019

The underlying reason seems to be that the stationary lights require SM channels for casting shadows  from movable objects and they are assigned channels 0,1,2 by lightmass (or somewhere along the w ...

Rect lights cause visual noise on the light rendered when using raytracing

UE - Graphics Features - Lumen - Nov 12, 2019

Rect lights cause visual noise on the light rendered when using raytracing. It is easier to see when you get rid of all other light sources in the scene. I have attached an example project. This se ...

ZenGarden's game sequence doesn't play on device

UE - Platform - Mobile - Jul 18, 2017

Zen Garden loads, then the screen fades in and out as if it's ready to begin play. But when the player taps the screen, the only thing that moves are some lensflares, and the level never transitions ...

Naming an Event Dispatcher the Same as an Overridable Function Corrupts the Event Dispatcher

UE - Gameplay - Blueprint - Oct 21, 2015

Creating an event dispatcher in a widget blueprint with the name OnDrop, which is already an existing overridable function, causes the event dispatcher to become corrupted and prevents it from being ...