Push based fast array with net.PushModelSkipUndirtiedFastArrays not replicating across multiple PIE sessions

UE - Networking - Sep 19, 2022

The conditions for this bug are fairly specific. The actor must be statically placed, with its only replicated property being the fast array, and net.PushModelSkipUndirtiedFastArrays must be enabled ...

Gameplay Ability System Attribute Modifiers with a duration (including infinite) do not respect tag requirements

UE - Gameplay - Gameplay Ability System - Feb 21, 2024

When using infinite or duration-based effects, required and ignored tags will have no effect on attribute modifiers. This appears to be caused by OnAttributeAggregatorDirty (GameplayEffect.cpp:2917) ...

Different CRC32 Results for Repeated Hashing of UStaticMesh

UE - Foundation - Jul 15, 2024

1. Download the Licensee repro, compile, and open:https://udn.unrealengine.com/s/contentdocument/069QP00000CdN7WYAV 2. Press the first hatched button on the top bar, next to the Platforms dropdown. ...

Safezones on Android not set properly when orientation changes

UE - Platform - Mobile - Nov 5, 2024

Looks like the resize that does the safe zone update is done before the orientation is updated.  I suggested swapping the order to licensee in the UDN ticket and it worked for him.  This should be t ...

bIgnoreAllPressedKeysUntilReleaseOnRebuild in Enhanced Input behaves unexpectedly during pawn possession

UE - Gameplay - Input - Jun 11, 2025

This is a speculative bug report from the user.  The fix for this is to re-do the work of 31224705 but in a better way. The "bShouldBeIgnored" flag is being overriden by the previous mapping's va ...

Assertion with Geometry Collection when play in simulate mode

UE - Simulation - Physics - Destruction - Feb 5, 2021

Error message:Assertion failed: !HasAttribute(Name, Group) [File:D:\CHAOS\Engine\Source\Runtime\Experimental\Chaos\Public\GeometryCollection/ManagedArrayCollection.h] [Line: 121] ...

Dithered LOD Transitions not Rendering Correctly on iOS with Use Landscape Lightmap feature and Foliage

UE - Platform - Mobile - Jun 21, 2016

Dithering appears aggressive and has a screen door-like effect when using the new Landscape Lightmap in combination with Foliage LOD changes. Owen Stupka attempted to reproduce the issue on his iPa ...

Post Processing Does Not Account For Screen-Percentage Quantization

UE - Graphics Features - Jul 30, 2015

When changing r.ScreenPercentage the final value used for buffer generation is clamped to the nearest 4 pixels to aid in post processing and other steps. During post processing the same calculation ...

Force Feedback not pausing correctly during bGamePaused

UE - Gameplay - Jul 26, 2016

From UDN Question: https://udn.unrealengine.com/questions/304392/bug-clientplayforcefeedback-isnt-paused-when-game.html Tried with GamePad and Vive Controllers, having Gamepad wire connected + 2 Vi ...

[4.10 P2] UI is offcenter for dropdown menus and tooltips in editor

Tools - Nov 2, 2015

In Windows 10, on a system set up with 2 970GTX GPUs in SLI, the dropdown menues from the main navigation tabs will be offset and to the lower left of the screen when selected. ...