Client Characters that slide past the Server Character while on top of a Movable Actor can become de-synchronized from their Server counterpart

UE - Networking - Sep 9, 2015

Client Characters that slide past the Server Character while on top of a Movable Actor can become de-synchronized from their Server counterpart. Does not occur on top of Static Actors. Hard to expl ...

Changing the name of a variable that references a Blackboard Key inside a Task removes the Key reference inside the Task's node in the Behavior Tree

UE - Gameplay - Blueprint - Oct 5, 2015

Changing the name of a variable that references a Blackboard Key inside a Task removes the Key reference inside the Task's node in the Behavior Tree. Clicking on the Behavior Tree's Task node that r ...

On static mesh import correctly named materials in project aren't automatically applied

UE - Editor - Content Pipeline - Import and Export - Jul 16, 2019

When importing a static mesh into a project with the appropriately named materials in it already they won't apply to the mesh automatically when setting Search Location to All Assets without being i ...

Traces to Spawned Destructible Mesh Actors returning inconsistent results

UE - Simulation - Physics - Destruction - Jun 18, 2015

When spawning an Actor containing a Destructible Mesh and immediately doing a sphere trace to that actor, upon repeated spawns you will get False results for some time then True results for a while ...

Advanced Vechicle Template throws warning about no default skeleton when opening the physics asset

Docs - Samples - Dec 3, 2014

DESCRIPTION: If you try to open the physics asset for the Advanced Vehicle template will throw a warning that the physics asset has no default skeleton and that it will be replaced with the default ...

Components tree is ending up with duplicate entries (same pointer added to the list view more than once), causing an assert

UE - Gameplay - Blueprint Editor - Jul 19, 2017

This is a common crash affecting users in 4.15 and 4.16. Over 200 unique users have been affected. User DescriptionsCamera Component Drag Drop Error 카메라 컴포넌트를 이벤트 그래프에 드래그 하는 도중 에러 발생 Creating a ne ...

NavLinkProxy potentially causing extra Character Movement

UE - AI - Feb 12, 2020

The user is using a Nav Mesh Bounds Volume and a Nav Link Proxy. They are calling AI Move To to navigate to the point, but the Character reproduces extra movement and goes a bit past it. For debuggi ...

Crash when rendering cinematic in a Separate Process without "-NoLoadingScreen" cmd argument

UE - Anim - Sequencer - Jul 5, 2016

Crash when rendering cinematic in a Separate Process without "-NoLoadingScreen" cmd argument. Occurs in 4.12 and 4.13 in both Matinee and Sequencer Error message: Assertion failed: SizeX > 0 && S ...

Rarely, unmodified Niagara will cause diffs and bloat the patch.

UE - Niagara - May 3, 2022

Attached is a project that picks up Niagara from the content sample. The probability of reproduction is about 1/10. The simpler the project, the lower the reproduction probability. I am attaching ...

FBX export from UE4 with multiple materials the UV is corrupted

Tools - Apr 18, 2016

When exporting a Static Mesh from within UE4 that has multiple materials, some of the material IDs will be condensed into a single ID which will mess up how the material assignment for that part of ...