UAnimInstance::GetInstanceTransitionTimeElapsed returning 0 in non-editor builds

OLD - Anim - Sep 4, 2019

In non-editor builds UAnimInstance::GetInstanceTransitionTimeElapsed always returns 0.0f. This is caused within FAnimNode_StateMachine::Update_AnyThread due to: #if WITH_EDITORONLY_DATA NewTra ...

setting Widget reflector to 0.8 causes menus to flicker

Tools - Sep 19, 2016

Setting Widget reflector to 0.8 causes menus to flicker. The menus begin to flicker between sizes ...

Initial Seed value on Random Stream node has no affect

UE - Gameplay - Blueprint - Nov 16, 2017

When using a Random Stream variable to populate a Random Integer in Range from Stream, the Initial Seed value has no affect on the random integer selected. Workaround: Using a Seed Random Stream or ...

Default Data Wire Thickness in the Editor Preferences only affects Single Value data wires. Containers (Array, Set, Map) line thickness are wrongly tied to Default Execution Wire Thickness.

UE - Gameplay - Blueprint Editor - Aug 19, 2024

Changing the "Editor Preferences > Content Editors > Graph Editors > Tracing > Default Data Wire Thickness" value in the "Editor Preferences" only affects single value data wires. Containers (Array, ...

Different Load Orders affect Shadows on Foliage & HISM

UE - World Creation - Worldbuilding Tools - Foliage - Mar 14, 2019

Different Load Orders affect Shadows on Foliage & HISM Discovered during verification of [Link Removed] Also created a Blueprint actor with a HISM and duplicated it three times and changed the mob ...

Duplicating an inherited Blueprint float variable defaults it's value to 0.

UE - Gameplay - Oct 18, 2018

When creating an Actor Blueprint (Testbase), and creating a new Blueprint Actor that inherits from Testbase (TestBP).  We can drag an instance of TestBP into the World. If we go back into the Parent ...

Mobile Previewer: Content Scale Factor 0 Issues

UE - Platform - Apple - Jul 13, 2021

There are several reported issues with Save Zones displays in the mobile previewer when the Mobile Content Scale Factor is set to 0.  When MobileContentScaleFactor is set to 0 a couple things hap ...

Deadlock running anim modifiers that affect bone tracks on multiple sequences

UE - Anim - Runtime - Mar 11, 2025

Running anim modifiers that affect bone tracks can deadlock the editor when applied to multiple anim sequences. ...

Post Process Volume Priority Doesn't Affect Post Process Materials

UE - Graphics Features - Sep 17, 2018

Post process volume priority doesn't affect post process materials. Found in 4.19 CL# 4033788, 4.20 CL# 4302132, and 4.21 CL# 4369303 ...

Widgets always come in to viewport with a zorder of 0 after being removed and added back

UE - Editor - UI Systems - Apr 8, 2015

If a widget is removed from parent and then gets added back to the screen later it will come in with a zorder of 0. ...