Move move events on widgets displayed via WidgetComponent will be offset in Standalone

UE - Editor - UI Systems - Slate - Aug 9, 2019

It appears the custom hit testing logic of WidgetComponent handles click positions well via UWidgetComponent::GetHitWidgetPath adding virtual mouse coordinates to the arranged widget, but mouse move ...

Native struct types that declare one or more non-UPROPERTY fields are not initialized with the default value from a modified Blueprint CDO.

UE - Gameplay - Blueprint - Feb 12, 2020

Dynamically-spawned instances of a Blueprint class go through an optimized property initialization pass (see UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction() and InitProperties ...

CopyTask in BuildGraph never throws an exception if the copy fails

UE - Foundation - Horde - BuildGraph - Feb 28, 2023

CopyFile function in CommandUtils.cs assumes that an exception will be thrown if the number of retries is exceeded, but the loop condition prevents it from being thrown. Following fix works:publics ...

Unreal Editor can get in an infinite while loop when checking the History of an asset under Perforce.

UE - Editor - Oct 21, 2024

Unreal Editor can get in an infinite while loop when the action Asset->Source Control->History is used in a Blueprint Asset. Reportedly, this issue is only encountered when using the Branches featur ...

Skeletal Mesh component that uses Anim BP does not translate after swapping root bone on particular Anim section in Sequencer

UE - Anim - Anim in Engine - Apr 19, 2023

Repro Rate: 5/5 Regression: Unconfirmed - Functionality is not implemented in previous version Skeletal Mesh with default slot Anim BP applied does not translate after Swap Root Bone on particular ...

SetMaterial allows the user to add a Material which updates the GetMaterials array but not GetNumMaterials

UE - Gameplay - Jan 15, 2015

SetMaterial allows the user to add a Material which updates the GetMaterials array but not GetNumMaterials. The user who reported this was trying to add a material to a skeletal mesh during runtim ...

Add sanitization code surrounding RigidBody + RigidBodyDynamic flags

UE - Simulation - Physics - Jul 20, 2016

PhysX throws warnings (which are escalated to errors) when CCD and Kinematic are in invalid states (they can only be enabled exclusively). The code to fix this has already been submitted, but may c ...

Duplicating a Sequencer causes events from the original sequence to fire when the second Sequencer is ran

UE - Anim - Sequencer - Nov 13, 2018

When using a Sequence that is a duplicate of another, without changing the event names, the duplicate Sequence will still fire off the event from the original even if the values are changed. Changin ...

ABSLOG command fails to parse properly if path includes a ) and does not contain a space

UE - Foundation - Core - Jan 22, 2019

A licensee has reported an issue where using ABSLOG results in some parsing issues with certain characters in path names. In this example, the issue is with ). If the Parse function ends up parsing ...

Masked areas render as black if material uses any virtual texture

UE - Graphics Features - Jun 9, 2021

Masked materials that sample virtual texture don't function correctly. They render black instead of masked. This happens when there is no depth pre pass enabled. Automatically enabling depth pre p ...