UWorld::GetNetMode returns incorrect value during UGameInstance::StartPlayInEditorGameInstance

UE - Networking - Jan 19, 2023

During PIE instance initialization, there seems to be a window during which UWorld::GetNetMode will not return the expected value: before the instance's NetDriver has been created but after UGameIns ...

GPU Particle Collision causes shaking when set to bounce with low resilience.

UE - Niagara - Jul 27, 2016

A particle emitter with GPU sprites on certain settings will shake violently as they collide with the ground. This requires there to be a strong Const Acceleration module and Collision with low resi ...

Moving all the related assets to another folder at once leads to reference lost in the contents browser.

UE - Editor - Content Pipeline - Content Browser - Aug 23, 2017

Moving all the related assets into another folder leads to reference lost. This can be tested out using ShooterGame project. Also you can find materials in the skeletal mesh lost its texture. This ...

[CrashReport] UE4Editor_Engine!FLevelCollection::RemoveLevel() [world.cpp:249]

UE - Gameplay - Dec 1, 2017

This is a common crash that has occurred since at least 4.14 User DescriptionsWas playing in editor and ran around my world composition level a little bit and then hit escape to quit.Using the node ...

[CrashReport] UE4Editor_Engine!FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements() hierarchicalinstancedstaticmesh.cpp:1431

UE - Graphics Features - Jan 10, 2018

Currently no user comments on crashreporter Similar issue crashing in landscape file: [Link Removed] Logged this issue separately but wanted to provide that information. ...

bIgnoreAllPressedKeysUntilRelease behaves differently for triggers in EnhancedInputAction and triggers in InputMappingContext

UE - Gameplay - Input - Aug 10, 2023

For actions that are triggered on the Input mapping context, simply adding or removing an InputMappingContext with no related key override with the bIgnoreAllPressedKeysUntilRelease option will caus ...

Blueprint - Crash when a function takes an event as a parameter

UE - Gameplay - Blueprint - Oct 10, 2016

Looks like maybe we aren't replacing the source delegate function (SignatureFunction) reference on the UDelegateProperty after recompiling the class - the function's owner name has the TRASHCLASS pr ...