Changing hierarchical instanced meshes' transforms on tick spams output log with warning

UE - Graphics Features - May 27, 2015

When several Hierarchical Instanced Mesh Components are spawned and then their transform altered on tick, the log is spammed with the message: LogStaticMesh:Display: Discarded foliage hierarchy of ...

Changing the scale of the widget reflector makes it harder to select actors in the viewport

Tools - Dec 29, 2014

When changing the scale of the widget reflector it changes the scale of the selection bounds of actors in the viewport. Example: When hovering over a box at a 2.0 scale I will select the wall someti ...

User cannot undo the automatic changing of Mobility settings

Tools - Sep 12, 2016

When the users causes a component to automatically change its Mobility setting by changing that setting on a parent or child component, undoing that change only affects the manual change caused by t ...

Distance to Opacity Curve Does Not Influence Material Billboard

UE - Graphics Features - Nov 14, 2016

The material billboard component does not get influence by the distance to opacity feature. In the project attached I created a curve that should get to an opacity value of 0 at 500 units away. Noti ...

Sequencer capture movie rendering is issue.

UE - Anim - Sequencer - Jul 13, 2017

This problem always occured in 4.16.0, 4.16.2. It does not occur 4.15.3. ・Reproduction Project Linkhttps://udn.unrealengine.com/storage/attachments/299111-captureerror-416.zip ...

Locked actors still moveable in VR Editor

UE - Editor - Workflow Systems - Jan 22, 2018

Actors that are locked in the regular editor are able to be moved in VR Editor. Reproduced in 4.17.2 CL 3658906, 4.18.2 CL 3794801, and 4.19.0 P1 CL 3837072 ...

"Skip Assigning Gamepad to Player 1" Setting causes Force Feedback events to be incorrectly routed

UE - Gameplay - Input - Mar 13, 2018

The engine still uses the default index for calling force feedback events, despite them being assigned from player 1 on out. Which is why event on player 1 goes to player 0, event on player 2 goes t ...

Movable Point Lights Don't Cast Volumetric Shadows From Meshes Whose Materials Have Tesselation Enabled

UE - Graphics Features - Sep 6, 2018

Point lights don't cast volumetric shadows from meshes with materials with tessellation, even if tessellation multiplier is 0.  Found in 4.19 CL# 4033788, 4.20 CL# 4302132, 4.21 CL# 4347190 ...

Text type parameters show the same value after reload in duplicated actor

UE - Gameplay - Blueprint - Jan 4, 2021

Issue occurs in both events and functions. Seems like it's only affecting Text, didn't notice this issue for other variable types. The original actor is working as expected. Only the duplicated one ...

Blueprint functions with unconnected return nodes may return unexpected values

UE - Gameplay - Blueprint - Feb 11, 2022

We don't clearly define the behavior for a Blueprint function when an execution path without a return node is taken. We should either report an error, or have the function return the default initial ...