NPC - Texture Sample DI does not work on Niagara Parameter Collections

UE - Niagara - Nov 8, 2023

Texture sample DIs no longer work when used with Niagara Parameter Collections. This seems to affect Volume Texture DIs based on customer reports, but I have not confirmed this.  ...

Actor foliage does not respect "foliage.CullDistanceScale"

UE - World Creation - Worldbuilding Tools - Oct 15, 2024

Actor foliage does not respect the "foliage.CullDistanceScale" console variable. This was brought up in a UDN: [Link Removed] ...

Static Meshes in Precomputed Visibility Cells are not occluded by landscape

UE - LD & Modeling - Terrain - Landscape - May 5, 2016

When using precomputed visibility on device for occlusion culling the landscape does not take the cameras view into account for culling objects when out of view of the camera and inside a visibility ...

OnRep functions not overrideable in child BPs

UE - Gameplay - Blueprint Editor - Feb 27, 2018

The function that is Auto-Generated when creating RepNotify Variables is not overrideable in child blueprints. (Potentially involved with the inability to add inputs/outputs to OnRep_ functions) ...

Setting a parent and child static mesh scale to negative effects the rotation on child movement

UE - Gameplay - Jun 1, 2016

Setting a parent and child static mesh scale to negative effects the rotation on child movement This is a regression. Worked in 4.11.2. User Description: We have a simple project example (see att ...

Debug lines can be obscured by post processing effects

UE - Graphics Features - Sep 14, 2015

Debug lines (Results of DrawDebugLine()) can be obscured by post processing effects such as a strong glare. Debug lines should be always visible for debugging purposes. ...

meta specifier ArrayClamp does not work with array in struct

UE - Gameplay - Blueprint - Sep 14, 2016

Giving an int32 variable the specific ArrayClamp has no affect when the specified array is defined inside a USTRUCT(). Variable is able to be set to a value outside of specified struct's range. ...

Blueprint CanJump node will return true once after current jumps is over max jumps and never return true again

UE - Gameplay - Sep 5, 2016

CanJump Blueprint node will return true for 1 jump after "MaxJumps" and if this happens, will never return true again, even after Character has landed and CurrentJumps has reset. ...

Performing a hot reload on a project that contains an FStringAssetReference will crash the Editor.

UE - Foundation - Core - Mar 10, 2015

Performing a hot reload on a project that contains an FStringAssetReference inside a struct results in a crash. This was reported to work fine in 4.6.1, but I was unable to verify that is the case. ...