Changes to InputMappingContext made during game play revert to previous state after restarting engine

UE - Gameplay - Input - Nov 21, 2022

Reproduced 3/3 times. Issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression. The following Blueprint nodes are affected by the same issue:Map KeyUnmap KeyAdd Playe ...

r.GTSyncType 2​ console command causes incorrect frame rate display on Windows platform

UE - Rendering Architecture - RHI - Feb 6, 2023

The FRHIFrameFlipTrackingRunnable thread is not initialized on Windows, so RHIGetFrameRate always returns zero. As a workaround, remove the code added by CalculateFPSTimings for Windows platform, a ...

Improper clipping in children of a retainer widget

UE - Editor - UI Systems - Slate - Jan 21, 2025

Children of retainer widgets have improper clipping, causing any widgets set to "Clip to Bounds" to clip incorrectly. This may also affect hit testing in cases where multiple retainer widgets are ne ...

[OPENGL]: Enable Subsurface Scattering

Tools - Jun 29, 2015

Subsurface scattering is disabled on all OpenGL platforms despite the shaders being properly translated & OpenGL platforms supporting the relevant CPU-side APIs. This also affected Metal for the WWD ...

sphere collision with start and end points set to the same value return no hit objects

UE - Gameplay - Aug 29, 2016

Sphere collision with start and end points set to the same value return no hit objects. Workaround Set the end vector to 1 away from the start vector (0,0,0 to 1,1,1, etc.) Regression (no) issue ...

Cannot override editor shortcut bindings on Linux

UE - Platform - Linux - Nov 18, 2016

Clicking the Override option when attempting to replace a keyboard shortcut with another key that is already bound will not update the settings. Workaround: Unbinding the key before rebinding it to ...

The AnimBlueprint Shows Duplicate Objects in the Debug Filter

UE - Gameplay - Blueprint Editor - Sep 3, 2015

The AnimBlueprint shows duplicate characters in the Debug Filter causing three effects: 1. Causes breakpoints not to function properly 2. Reverts back to "No debug object selected" in the Filter rat ...

Default subobjects do not get PostLoad called

UE - Gameplay - Components - Nov 3, 2016

PostLoad function is not called for blueprint components added through code. Regression: Yes In 4.12.5 (CL 3039270) code components do have PostLoad called if other components are not added throug ...

Startup movies using FDefaultGameMoviePlayer are not skippable using keyboard or gamepad

Media Framework - Oct 13, 2016

There are a few separate issues with user input plumbing that prevent keypresses from getting to FDefaultGameMoviePlayer during a startup video 1) In FDefaultGameMoviePlayer::WaitForMovieToFinish() ...

Unable to add classes to the ShooterGameLoadingScreen module

Tools - Apr 7, 2016

A licensee reported an issue of not being able to add a new class to the ShooterGameLoadingScreen module inside of Shooter Game. It tends to give more output errors when in a Source built editor rat ...