Restore state on animation in level sequence will stop all montages

UE - Anim - Sequencer - Feb 12, 2020

It looks like UnbindFromSkeletalMeshComponent stops all montages. This is called when the animation section restores its state.  https://udn.unrealengine.com/s/question/0D52L00004lun3ySAA/restore ...

[Sound Submix] - Dry Level of a Submix is calculated differently whether or not there is an effect in the chain

UE - Audio - Submixes - Jan 21, 2021

There is a discrepancy is how the output volume of a submix is calculated when the effect chain is and is not populated. When there is no effect on the submix, the Dry Level adds additional gain to ...

Adding a Reroute node to a function's array output will cause the Function node to be missing the output

UE - Gameplay - Blueprint - Mar 26, 2015

Adding a Reroute node to a function's array output will cause the Function node to be missing the output. This seems to be only effecting Arrays. Standard variables work fine. ...

Set Ignore Look Input stacks the resulting value each time it is called

UE - Gameplay - Jan 5, 2015

Set Ignore Look Input stacks the resulting value each time it is called. If Set Ignore Look Input is called more than once with the same value, it will take as many calls with the opposite value to ...

Setting a parent and child static mesh scale to negative effects the rotation on child when Snapped To Floor

UE - Gameplay - Jul 21, 2016

Setting a parent and child static mesh scale to negative effects the rotation on child when Snapped To Floor Looks to be directly related to this JIRA: https://jira.ol.epicgames.net/browse/UE-3152 ...

World Origin Shifting reacts differently on positive vs. negative axis movement

UE - World Creation - Worldbuilding Tools - World Composition - Sep 23, 2015

When moving along a positive axis using world origin shifting, the value of the axis will increase and the origin will shift until it reaches a maximum value of 2147483648.000, it will transport the ...

Crash Occurs When Using Move Component To and Overlap Event

UE - Gameplay - Jan 29, 2016

When using move component to to move a component, and then calling Destroy Actor when the actor overlaps another actor, a crash occurs. In this case, the user was attempting to move their static m ...

Native default subobjects nulled in child Blueprints on compile

UE - Gameplay - Blueprint Compiler - Oct 25, 2021

From reporting UDN: "We had a weird issue with new components added in C++ not being instanced properly on non-direct Blueprint children. It seems to happen if loading of the parent BP is deferred ...

r.VolumetricRenderTarget.PreferAsyncCompute producing different visuals

UE - Graphics Features - Aug 2, 2024

When the cvar "r.VolumetricRenderTarget.PreferAsyncCompute" is enabled, it will cause Volumetric Clouds to ignore the influence of Volumetric Fog. In high-fog environments, this can cause the clouds ...

OFPA Localizable Text Instances are not gathered when world partitioning is disabled

UE - World Creation - Worldbuilding Tools - OFPA - Mar 7, 2025

Context One File Per Actor (OFPA) reduces overlap between users by saving data for instances of Actors in external files, removing the need to save the main Level file when making changes to its Act ...