'Quit Editor' Blueprint Node Crashes Editor

UE - Editor - Content Pipeline - Content Browser - Jun 26, 2023

Using the Quit Editor blueprint node crashes the editor when used, instead of exiting cleanly. Closing the Content Browser prevents the crash from occurring, however. ...

Changes in Scale are not replicated on the Client through RPCs

UE - Networking - Apr 27, 2015

Changes in Scale are not replicated on the Client through RPCs. Location and Rotation are replicated as expected. Reproduced in 4.7.6 binary and Main (//depot/UE4/Promotable-CL-2522625) ...

The drawing order of widgets becomes wrong when GlobalInvalidation is enabled,

UE - Editor - UI Systems - Slate - Nov 26, 2021

When trying to create a widget with specific steps, the drawing order may not be correct. This is not reproduced when Global Invalidation is disabled, and the state can be restored. This issue is pr ...

Ensure occurs when RBAN simulated rigid body approaches UseComplexAsSimple mesh

UE - Simulation - Physics - Character - Jun 30, 2022

When a collision enabled RBAN node attempts to collect surrounding meshes, if there is a mesh with UseComplexAsSimple, it will hit the Ensure when cloning a mesh on the task graph thread. Disabling ...

The collision is wrong when the static mesh scale is set as negative value

UE - Simulation - Physics - Feb 15, 2022

I checked the c.haos code quickly. I think it caused by the function "bool FInitBodiesHelperBase::CreateShapesAndActors()". In this function, the CreateActor_AssumesLocked function will ignore the s ...

Ensure clicking on the floor mesh in Anim Blueprint preview

OLD - Anim - Jan 18, 2017

REGRESSION No, occurs in 4.14.3 Ensure occurs if the user clicks on the floor mesh in the Animation Blueprint viewport. ...

Dynamic NavMesh disappears when loading/unloading SubLevels

UE - AI - Nov 9, 2018

A DynamicNavMesh within a NavMeshBoundsVolume placed in a SubLevel will disappear if loading/unloading another SubLevel that has completely nothing to do with the DynamicNavMesh. Using a setup with ...

iOS - Windows - Code projects fail to launch and package

UE - Platform - Mobile - Aug 1, 2016

Attempts to Launch On to or Package for iOS fail with: LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Unabled to build Project C:/Pr ...

World Delta seconds appears to Cause a miss calculation (regression 4.12.3 -> 4.12.4)

UE - Gameplay - Jul 1, 2016

If the user uses world delta seconds in a calculation there appears to be some incorrect values. Note there is also a users project attached if you would like to look at that example. ...

ComponentOverlapMultiByChannel with a rotated simple collision PrimComp misses overlap vs. complex collision

UE - Simulation - Physics - Query - Nov 8, 2023

UWorld::ComponentOverlapMultiByChannel and internally, the call to FBodyInstance::OverlapMulti, misses overlaps and blocking hits when the PrimComp's (the component used to test overlaps) mesh uses ...