Scene Color not Functioning when Used with HUD Blueprint

UE - Graphics Features - Mar 27, 2015

I was not able use the 'Draw Material' node function in conjunction with 'SceneColor' within the HUD Blueprint. However, as soon as I deleted the 'SceneColor' node within the material editor, I was ...

FIntVector has some code that refers to it being two dimensonal

UE - Gameplay - Mar 10, 2016

There is code in the FIntVector class (IntVector.h) that seems to be copied from the FIntRect class which is a problem since FIntRect is two dimensonal while FIntVector is three dimensional. The one ...

Rendering Offscreen Using Non-Fullscreen View Creates Black Border

UE - Graphics Features - Apr 25, 2018

Issue has been observed in 4.19.1 from EGL and Main CL 4027311. Per licensee: We recently switched from UE 4.18 to 4.19, and noticed several issues when doing offscreen rendering. To illustrate th ...

Pawn Velocity dramatically different on server and client with Client Authoritative Position

UE - Gameplay - Sep 28, 2018

The server is not seeing the correct walking animations on each of the clients and after doing some digging, we found that the Pawn->GetVelocity() function is returning something drastically smaller ...

Unable to package for Linux with exceptions enabled

UE - Platform - Linux - Oct 9, 2018

Licensee's project requires the bEnableExceptions flag to be set to true in the Build.cs file. The build compiles for Windows, but when attempting to package for Linux they get these errors: Proce ...

Assign Event On Destroyed no longer creates Custom Event Node

UE - Gameplay - Blueprint Editor - Oct 9, 2018

When creating a new Blueprint Class based on an Actor parent, If you navigate to the Actor's event graph, and right click on the editor blank space;  type "Assign on Destroyed"  and select  "Assign ...

TimeSynth when reactivated doesn't continue playback from where it was deactivated

UE - Audio - Dec 9, 2019

This issue only occurs with -audiomixer passed into the Engine (4.23) and in 4.24/4.25 where it is enabled by default. The user tried deactivating and reactivating Time Synth component to pause it ...

Landscape Tool crashes on Layer Import

UE - LD & Modeling - Terrain - Landscape - Mar 12, 2020

The heightmap and weightmaps were created using Terresculptor, and exported in the correct format. If you import everything except the layermaps, the landscape is generated and the layers can be pai ...

Collision profiles are reset when blueprint is loaded

UE - Gameplay - Jan 6, 2025

In UE 5.5 (and earlier versions), FCollisionResponse::operator== has incorrect behavior where it will detect that two collision response containers are identical if they have the same number of entr ...

Character jumping can become permanently blocked under subpar net conditions

UE - Gameplay - Player Movement - Dec 8, 2023

Problem Under laggy networking conditions, if the user rapidly presses the jump button the character can at some point stop responding to jump input. Initial Thoughts It looks like there's a logi ...