ProjectWorldToScreen always returns True

UE - Gameplay - Blueprint - Apr 4, 2018

ProjectWorldToScreen always returns true. User states: "This probably comes from that line of code : bResult = Player->PostProcessWorldToScreen(WorldPosition, ScreenPosition, bPlayerViewportRelati ...

In Third person template (specifically) Getting World Location of a character component in a packaged game will cause a crash

UE - Gameplay - Blueprint - Jun 11, 2015

If the user gets the world location of the arrow component ( one example) in a packaged project it will cause the game to crash. This does not happen in the editor and it has to be done one the thir ...

Physics Thruster has no effect on destruction mesh

UE - Simulation - Physics - Destruction - Apr 13, 2015

Physics Thruster actor does not affect destruction meshes that it is attached to. ...

Security light does not flash when activated in BlueprintOffice on tvOS

Docs - Samples - Oct 10, 2016

Lights are not working correctly in BlueprintOffice. tvOS 10.0 ...

Right clicking an actor in the Viewport and using the Place Actor feature is broken on Linux

UE - Platform - Linux - Jul 24, 2017

This happens on both Ubuntu 16.04 and Ubuntu 14.04. ...

Ray traced shadows appear even after the mesh is hidden

UE - Graphics Features - Lumen - Oct 13, 2020

bCastHiddenShadow flag in UPrimitiveComponent doesn't affect ray tracing shadows ...

Inaccurate motion vectors when using different position binding in renderer

UE - Niagara - Rendering - Jul 27, 2023

Even though the particles are not moving, and the velocity is zero, the output motion vectors are non-zero. This seems to only happen if using two sources of particle positions.  ...

FAsyncIOSystemBase::QueueDestroyHandleRequest fatal error crash on launch or package

UE - Foundation - Core - Jun 23, 2015

Fatal error due to FAsyncIOSystemBase::QueueDestroyHandleRequest during launching and packaging projects. May be linked to: [Link Removed] ...

Timing appears to be different for the first call of tick

UE - Gameplay - Nov 30, 2016

Timing appears to be different for the first call of tick causing the camera to appear in a different area than what it was in 4.13 This issue appears to be a regression ...

Physics simulation shows strange behavior with specific skeletal mesh configurations

UE - Simulation - Physics - Mar 3, 2017

PhAT is inconsistent on when it does and doesn't apply scale to Constraint positions. This leads to cases where the positions provided create constraints that may not work when the Preview Skeletal ...