EQS Overlap test no longer recognizes custom Collision Object Channel

UE - AI - Nov 12, 2019

Environment Queries Ignore tests for Custom Collision Object Overlaps. Note: The expected behavior seems to have worked in 4.21, After following the steps to reproduce, I can verify a successful de ...

"Render in main pass" setting appears to be ignored when using ES3 and "Render in Custom Depth" is enabled

UE - Platform - Mobile - Jul 17, 2019

it appears that meshes cannot be removed from the main pass and still write to the custom depth pass when using ES3.1 ...

Attempting to rotate a physics actor in blueprints through a custom component does not correctly respond to rotation input

UE - Gameplay - Mar 28, 2016

SetRotation in a custom component based on another actor's linear velocity incorrectly updates the velocity of the parent blueprint containing the custom component. This causes sporadic, jittery mov ...

"Enabled per poly collision" under "Support compute skincache" is ON causes a crash at runtime

UE - Simulation - Physics - Aug 16, 2018

It seems that "Enabled per poly collision" with "Support compute skincache" causes a crash at runtime immediately. We can easily reproduce it with ContentExample. The logs at the crash timing... L ...

Failure packaging for android that supports both armv7 arm64 with GoogleVR plugin enabled

UE - Platform - XR - Aug 30, 2016

Unable to package a build for android (ATC) if the GoogleVR plugin is enabled and both arm64 and armv7 are supported. This does not reproduce if you turn off GoogleVR. This does not reproduce if yo ...

DPI Scale Rule set to custom can cause performance issues during design time

UE - Editor - UI Systems - Nov 19, 2018

When setting the DPI Scale Rule to custom and using a named slot the frame rate of the editor will drop while zooming in and out of a widget that uses the widget containing the named slot. ...

Choosing Supported Platforms "Desktop (Win+Max+Linux)" Still Warns Against Packaging for those Platforms

Tools - Sep 23, 2019

Only checking the Desktop (Win+Mac+Linux) option in supported platforms for packaging results in warnings. Even though this one option should cover all three desktop platforms it still causes a warn ...

Placing a call to spawn a custom Actor in the game mode constructor instead of BeginPlay causes Editor to Crash

UE - Gameplay - Mar 1, 2016

[Link Removed] In XCode, place a call to spawn a custom Actor in the game mode constructor instead of BeginPlay. This apparently causes the editor to get into an endless crash loop unless the Bui ...

Make Custom Event names start with "Event"/Fix "Event Event" issue with overridden Events

UE - Gameplay - Blueprint - Dec 17, 2015

If you name an Event something like "Event Foo", overriding the event in a ChildBP gives you "Event Event Foo" To avoid this, please make Custom Event names Start with "Event" ...

[Feature Request] Add a project setting to change the number of texture samplers to support in ES2

UE - Platform - Mobile - Feb 23, 2018

Add an item to Project Settings, Android, "Support 16 Texture Samplers on ES2". The bBuildForES2 flag must be enabled for this setting to be active. The tooltip should read "Allow 16 texture samp ...