Importing Camera FBX into a sequence can crash with a headless editor

UE - Anim - Sequencer - Mar 19, 2021

In a headless editor instance we will not be able to send toasts to the user, and we should not notify slate. The Sequencer Tools function library calls MovieSceneToolHelpers::ImportFBXCameraToExist ...

Wind affects cloth in scene when there is no Wind Directional Source actor placed

UE - Simulation - Physics - Character - Jun 22, 2015

If a character with a cloth simulation or a mesh with a cloth simulation is in the scene there is wind force that is being applied to the cloth. The only way to remove this is by setting a Wind Dire ...

Aligning comment boxes does not move the nodes within them

UE - Gameplay - Blueprint - Nov 13, 2015

Aligning comment boxes does not move the nodes within them. Reproduced in 4.10.0 binary and Main (CL# 2765781). Not a regression: Blueprint node alignment was not available prior to 4.10. ...

UMG widget appear darker on Mobile preview and device than in PIE

UE - Platform - Mobile - Nov 24, 2015

When using mobile preview or when viewing on the device the colors for widgets appear darker. May be related to [Link Removed], however this was marked as fixed and I tested the project that was g ...

Material Parameter Collection does not correctly render in Widget BP

UE - Editor - UI Systems - Feb 23, 2015

If a Material Parameter Collection with a Scalar Parameter is used within a material and that material is called within a widget the scalar parameter will render with a 0 value, even when set to ano ...

Landscape with 3 layers has corrupt texture coordinates when running on iOS/Metal

UE - LD & Modeling - Terrain - Landscape - Jun 26, 2015

Landscape with 3 layers renders with corrupted texture coordinates for one of the layers when running on iOS/Metal. Disabling the LANDSCAPE_BUG_WORKAROUND shader file fix causes the problem to occu ...

Complex Collision as Simple causes odd Overlap behavior

UE - Simulation - Physics - Jan 25, 2016

When triggering overlap events with a Static Mesh using Complex Collision as Simple, the overlap Begin and End events will be triggered rapidly in sequence. Changing to Default collision will fix t ...

Delta applied twice when moving parent and grouped child actors

UE - Gameplay - Apr 8, 2016

When some grouped actors are childed to another actor, and both the group and the parent are selected in the world outliner, movement delta is applied twice to the grouped children. Code for a poten ...

Can't disable gravity for skeletal meshes

UE - Simulation - Physics - Mar 11, 2015

When replacing a static mesh with a skeletal mesh for bone animations, it falls to the ground. Even though gravity is disabled on the skeletal mesh. Changing the gravity scale to 0 is a work aroun ...

Collision Meshes Are Ignored Until FBX Is Reimported

Tools - Feb 20, 2017

When importing a mesh with it's collision geometry and its LOD meshes all contained within the same group it won't import the collision geometry correctly. This can be fixed by simply right clicking ...