Slower physics simulation when bSubStepping and bTickPhysicsAsync are enabled

UE - Simulation - Physics - Solver - May 10, 2023

When both Substepping and Tick Physics Async are enabled, there appears to be an inconsistency between the part of the physics simulation that calculates the number of steps and the part that calcul ...

Console history in packaged game is not saved

UE - CoreTech - Jul 25, 2023

Console history is saved correctly in 5.1. The cause is input.ini in EnhancedInput and InputDebugging added in 5.2. Removing these files are a work around. ...

Actor foliage does not respect "foliage.CullDistanceScale"

UE - World Creation - Worldbuilding Tools - Oct 15, 2024

Actor foliage does not respect the "foliage.CullDistanceScale" console variable. This was brought up in a UDN: [Link Removed] ...

Static Meshes in Precomputed Visibility Cells are not occluded by landscape

UE - LD & Modeling - Terrain - Landscape - May 5, 2016

When using precomputed visibility on device for occlusion culling the landscape does not take the cameras view into account for culling objects when out of view of the camera and inside a visibility ...

OnRep functions not overrideable in child BPs

UE - Gameplay - Blueprint Editor - Feb 27, 2018

The function that is Auto-Generated when creating RepNotify Variables is not overrideable in child blueprints. (Potentially involved with the inability to add inputs/outputs to OnRep_ functions) ...

Setting a parent and child static mesh scale to negative effects the rotation on child movement

UE - Gameplay - Jun 1, 2016

Setting a parent and child static mesh scale to negative effects the rotation on child movement This is a regression. Worked in 4.11.2. User Description: We have a simple project example (see att ...

Dialog Windows Still Displayed when Editor is Minimized on Macs

UE - Platform - Apple - Jun 25, 2015

There are some dialog windows that will render on top of other external applications when the editor is minimized and does not have focus.....i.e. 'Building Lighting' and 'Auto-Save' dialog windows. ...

GPU Particle Emitters not Inheriting Velocity from Event Generator Particle Module

UE - Niagara - Jun 17, 2016

When using an Event Generator in a particle emitter that passes velocity for other emitters to inherit, only CPU emitters take on the velocity, and not the GPU emitters. In the test case/project I ...

Blueprint CanJump node will return true once after current jumps is over max jumps and never return true again

UE - Gameplay - Sep 5, 2016

CanJump Blueprint node will return true for 1 jump after "MaxJumps" and if this happens, will never return true again, even after Character has landed and CurrentJumps has reset. ...