Light function does not work with volumetric fog when not compatible with light atlas

UE - Graphics Features - Mar 28, 2025

Light functions do not work as intended with volumetric fog when using clamped mask textures which are not compatible with the light function atlas. In light functions materials, when using any UV ...

Packaged project crashes when playing sound from blueprint library with enum input after nativizing blueprints

UE - Gameplay - Blueprint Runtime - Aug 23, 2016

Packaged project crashes when playing sound from blueprint library with enum input after nativizing blueprints. Frequency: 5/5 Notes If nativize blueprints is turned off, the packaged project wor ...

GetAllocatedSize returns inaccurate number of bytes

UE - Foundation - Core - May 20, 2015

When calling GetAllocatedSize() on a TBitArray it will round down the result of MaxBits / NumBitsPerDWORD. This means that not enough bytes are allocated when the MaxBits is not divisible by NumBi ...

Toggling a Spline component from an open/closed loop through bp's isn't reflected

Tools - Jan 19, 2015

Toggling a Spline component from an open/closed loop through bp's isn't reflected ...

The OnUnPossess() method of the AAIController class is triggered twice

UE - AI - Apr 21, 2020

The OnUnPossess() method of the AAIController class is triggered twice ...

Scene Capture 2D will default back to View 0

UE - Graphics Features - Oct 8, 2015

The scene capture will revert back to the Character BP that is placed in the level when player 2 is not moving. When they are moving the scene captuer will show correctly. You can get around this ...

bIgnoreAllPressedKeysUntilRelease behaves differently for triggers in EnhancedInputAction and triggers in InputMappingContext

UE - Gameplay - Input - Aug 10, 2023

For actions that are triggered on the Input mapping context, simply adding or removing an InputMappingContext with no related key override with the bIgnoreAllPressedKeysUntilRelease option will caus ...

Physics constraint component doesn't work when placed inside a child actor, while using world partition and streaming is enabled

UE - Simulation - Physics - Mar 21, 2025

Context: In a World partition level, to reduce complexity and provide a scalable solution when creating new projects, grid cell streaming can be enabled. Problem: The problem is that physics constr ...

Existing widget name error from rejected widget object.

UE - Editor - UI Systems - Dec 5, 2017

Rejected widget object for paste action from other widget somehow remains in the widget editor making name conflict for other widgets. ...